
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 550% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 24 on the 47th Haze 122nd year of Ascendancy at 08:04 / 1 |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 77 (base 58) |
| Constitution | 24 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 84 (base 60) |
Resources
| Life | 1036/1036 |
| Mana | 344/374 |
| Stamina | 207/207 |
| Positive | 0/197 |
| Healing Factor | 1.3 |
| Regeneration | 8.125 |
Speed
| Mental | -2.9976021664879E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 164 |
| Accuracy | 75 |
| Crit Chance | 62% |
| APR | 37 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 39.5 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44.866666666667 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +8% |
| Light | +8% |
| Temporal | +53% |
| All | +2% |
| Physical | +7% |
| Mind | +24% |
| Nature | +14% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +60% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 45 (30%) |
| Defense | 42.150000000002 |
| Ranged Defense | 42.816666666668 |
| Fatigue | 0 |
| Physical Save | 61.19375 |
| Spell Save | 40.425 |
| Mental Save | 45.008333333333 |
Defense: Resistances
| Nature | + 46%( 70%) |
| Darkness | + 38%( 70%) |
| Physical | + 17%( 70%) |
| Temporal | + 70%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 23%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 15% |
| Stun Resistance | 43% |
| Pinning Resistance | 5% |
| Teleport Resistance | 50% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 8.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 87.38 to 262.14 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) |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. Also while Heroism is active, you will only die when reaching -944 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 957% 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1028% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Premonition |
| talent | Vulnerability Poison |
| talent | Intuitive Shots |
| talent | Slow Motion |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Beloreldakira the greater multi-hued wyrm. Escort: lost sun paladin (level 1 of Daikara) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by copperhead snake. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Neramita the skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 826. | 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 |
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 multi-hued wyrm scale. * You've found the needed vial of squid ink. * You've found the needed pouch of bone giant dust. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed mummified bone. * You've found the needed honey tree root. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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! | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | pair of voratun boots 'Vipertide' (4 def, 5 armour) pair of voratun boots 'Vipertide' (4 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 Ranged Defense: +2 Fatigue: +4% Changes stats: +4 Str / +5 Cun / +10 Con Changes resistances: +2% physical / +9% cold / +27% darkness / +30% temporal Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +12% nature Physical save: +25 Mental save: +23 Silence immunity: +15% Pinning immunity: +5% Knockback immunity: +15% Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +41% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of dragonbone arrows 'Magmajam' (14/14, 65.5-91.7 power, 30 apr) quiver of dragonbone arrows 'Magmajam' (14/14, 65.5-91.7 power, 30 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +30 Physical crit. chance: +12.0% Capacity: 14 Special effect when this weapon hits: 10% chance to crush the target Travel speed: +200% Damage when this weapon hits(ranged): +18 temporal shear / +16 light / +12 fire Burst (radius 1) on hit: +12 mind / +4 lightning / +4 fire Burst (radius 2) on crit: +12 mind Damage conversion: 20% fire / 20% light Arrows are used with bows to pierce your foes to death. |
| Light source | 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 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 3, doing 20.29 cold damage and 21.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. |
| On head | Silura the drakeskin leather cap (0 def, 5 armour) =AtkSet= Silura the drakeskin leather cap (0 def, 5 armour) =AtkSet=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Cun Damage when the wearer is hit: 4 acid Changes resistances: +12% nature Grants telepathy: Demon/Minor Demon/Major Spell save: +7 Maximum life: +110.00 Light radius: +3 Infravision radius: +3 Healing mod.: +30% A cap made of leather. |
| Tool | The Bladed Rift =TmpDmg= The Bladed Rift =TmpDmg=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 24 power out of 40/40) : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Bloodcaller =Heals= Bloodcaller =Heals=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | Bukalthomasta the Swampobeisance Bukalthomasta the SwampobeisanceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 temporal Changes resistances: +12% nature / +5% arcane Changes damage: +6% arcane / +12% temporal Stun/Freeze immunity: +43% Life regen: +4.00 Rings can have magical properties. |
| Around waist | Rainidol RainidolInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +30 Defense: +30 Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 12 arcane Changes resistances penetration: +5% nature Changes damage: +6% light Critical mult.: +15.00% Physical save: +66 Spell save: +18 Mental save: +20 Vim when firing critical spell: +1.00 A belt that goes around your waist. |
| In main hand | Amorion the dragonbone longbow Amorion the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage when this weapon hits(ranged): +18 mind When wielded/worn: Accuracy: +30 Physical crit. chance: +25.0% Changes stats: +7 Cun / +6 Wil Damage when the wearer is hit: 8 mind Changes resistances: +9% nature Changes damage: +22% mind Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Hate per kill: +3.00 Mindpower: +15 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Longbows are used to shoot arrows at your foes. |
| On hands | restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =StamPT= restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) =StamPT=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Armour: +2 Changes stats: +4 Dex Life regen: +2.00 Stamina each turn: +1.10 Maximum stamina: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +9 Changes stats: +5 Mag / +3 Wil Damage when the wearer is hit: 10 temporal Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Poloma the Scabbraze (2 def, 0 armour) =TmpDmgPen= Poloma the Scabbraze (2 def, 0 armour) =TmpDmgPen=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Defense: +2 Fatigue: -5% Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 8 nature Changes resistances: +3% nature / +6% temporal Changes resistances penetration: +20% temporal Changes damage: +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet of teleportation voratun amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Teleport immunity: +50% It can be used to teleports you randomly (rad 48), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
Inventory
regeneration infusion (heal 443 over 5 turns) regeneration infusion (heal 443 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. 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 duelist (268 acid damage; power 15; dur 3) acid wave rune of the duelist (268 acid damage; power 15; 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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 267.85 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Delorenarimnir =TmpDmgPen= Delorenarimnir =TmpDmgPen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +4 Fatigue: -18% Changes resistances: +1% physical Changes resistances penetration: +10% temporal Changes damage: +9% temporal Maximum encumbrance: +20 Life regen: +3.10 Maximum stamina: +10.00 Amulets can have magical properties. |
Eilinavena the gold amulet Eilinavena the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 blight Changes resistances: +19% lightning / +12% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Stun/Freeze immunity: +33% Amulets can have magical properties. |
Layawen the steel amulet Layawen the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Damage when the wearer is hit: 4 mind Changes resistances penetration: +5% mind Allows you to breathe in: water Critical mult.: +13.00% Infravision radius: +1 Amulets can have magical properties. |
Oledan the stralite amulet Oledan the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +4 Wil / +9 Cun / +9 Con Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 12 arcane Mental save: +3 Life regen: +1.10 Stamina each turn: +1.30 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +4% Movement speed: +10% Damage Shield penetration: +10% Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Xeroyana the voratun amulet =AtkSet= Xeroyana the voratun amulet =AtkSet=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 Armour penetration: +7 Physical crit. chance: +5.0% Armour: +7 Defense: +28 Changes stats: +20 Lck Damage when the wearer is hit: 8 arcane Changes resistances cap: +6% all Critical mult.: +20.00% Physical save: +17 Light radius: +3 Infravision radius: +3 See invisible: +9 Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +22% Amulets can have magical properties. |
cleansing gold amulet of mastery (0.26 Technique / Archery training) cleansing gold amulet of mastery (0.26 Technique / Archery training)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% nature / +20% blight Talent mastery: +0.26 Technique / Archery training Poison immunity: +27% Disease immunity: +34% Amulets can have magical properties. |
gold amulet 'Elumina' gold amulet 'Elumina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Cun / +3 Con Changes resistances penetration: +10% physical Maximum life: +40.00 Amulets can have magical properties. |
insulating gold amulet of healing insulating gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% fire / +18% cold Cut immunity: +60% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 198 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful voratun amulet of soulsearing restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes damage: +12% fire / +11% blight Critical mult.: +16.00% Life regen: +4.20 Spellpower: +12 Amulets can have magical properties. |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Pinning immunity: +35% Knockback immunity: +37% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
vitalizing stralite amulet of the fish vitalizing stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% cold Allows you to breathe in: water Physical save: +12 Life regen: +2.20 Maximum life: +69.00 Amulets can have magical properties. |
voratun amulet 'Thunderumbra' voratun amulet 'Thunderumbra'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 Defense: +19 Changes stats: +20 Lck Damage when the wearer hits(melee): 6 mind Damage when the wearer is hit: 4 arcane Changes resistances: +3% lightning / +3% mind Changes resistances penetration: +10% arcane Talent mastery: +0.30 Technique / Combat training Physical save: +25 Spell save: +15 Mental save: +18 Amulets can have magical properties. |
Aeroriwyn the voratun ring Aeroriwyn the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 4 temporal Changes resistances: +18% temporal Changes damage: +15% mind / +9% temporal Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +47.00 Rings can have magical properties. |
Belota BelotaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% fire / +3% temporal Mental save: +5 Confusion immunity: +24% Rings can have magical properties. |
Chamudovon the stralite ring Chamudovon the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Damage when the wearer hits(melee): 4 temporal Damage when the wearer is hit: 8 mind / 4 temporal Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +3% temporal Mental save: +12 Rings can have magical properties. |
Coalweeper CoalweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 8 darkness / 16 acid Changes resistances penetration: +10% darkness Changes damage: +9% acid Stun/Freeze immunity: +30% Life regen: +2.40 Rings can have magical properties. |
Dagedar the gold ring Dagedar the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 Changes stats: +1 Mag / +6 Wil / +6 Cun Changes resistances: +9% blight Light radius: +2 See invisible: +3 Rings can have magical properties. |
Glarewreath the voratun ring Glarewreath the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 Changes stats: +10 Dex / +1 Mag / +2 Wil / +2 Con Damage when the wearer hits(melee): 4 light Infravision radius: +2 Rings can have magical properties. |
Glowwrecker the voratun ring Glowwrecker the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 Armour penetration: +17 Defense: +26 Changes stats: +9 Wil Damage when the wearer hits(melee): 6 acid Damage when the wearer is hit: 12 arcane Changes resistances: +6% light Changes damage: +12% arcane / +21% acid Mental save: +18 Light radius: +2 Movement speed: +25% It can be used to activate talent Disengage, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 27 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Oozereaper OozereaperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 nature Changes resistances penetration: +20% nature Changes damage: +3% mind Blindness immunity: +24% See stealth: +7 See invisible: +8 Rings can have magical properties. |
Phoenixrune the voratun ring =AtkSet= Phoenixrune the voratun ring =AtkSet=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Cun / +5 Con Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 8 fire Changes resistances: +3% blight Changes resistances penetration: +20% fire Changes damage: +3% blight Spell save: +16 Stun/Freeze immunity: +24% Life regen: +2.70 Maximum stamina: +36.00 Mindpower: +14 Rings can have magical properties. |
Radhiziladur RadhiziladurInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str Critical mult.: +15.00% Mental save: +9 Confusion immunity: +32% Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Ragablek RagablekPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer is hit: 4 mind Changes resistances: +9% mind / +36% darkness / +12% temporal Changes damage: +18% darkness Rings can have magical properties. |
Zubalaith ZubalaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +1 Dex / +2 Con Damage when the wearer hits(melee): 4 acid Changes damage: +3% acid Maximum encumbrance: +36 Life regen: +0.60 Maximum stamina: +15.00 Rings can have magical properties. |
Zubalratira the voratun ring Zubalratira the voratun ringInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +15 Wil Changes resistances penetration: +20% blight Spell save: +3 Mental save: +43 Confusion immunity: +50% Mana when firing critical spell: +2.00 Maximum mana: +60.00 Mindpower: +13 Damage Shield penetration: +20% Rings can have magical properties. |
conjurer's gold ring of clarity conjurer's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +6 Wil Mental save: +10 Confusion immunity: +32% Spellpower: +8 Rings can have magical properties. |
conjurer's gold ring of focus conjurer's gold ring of focusPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +11% physical Spellpower: +11 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 53% chance to deal another, similar, blow for 9 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. |
gladiator's stralite ring of perseverance gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 Changes stats: +8 Str / +7 Con Stun/Freeze immunity: +27% Life regen: +2.10 Rings can have magical properties. |
gold ring 'Chechak' gold ring 'Chechak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 Changes stats: +6 Dex Damage when the wearer hits(melee): 4 physical Changes damage: +12% acid Critical mult.: +10.00% Physical save: +3 Mental save: +3 Stun/Freeze immunity: +10% Rings can have magical properties. |
gold ring 'Filthveil' gold ring 'Filthveil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Damage when the wearer is hit: 4 nature / 4 light Changes resistances: +12% light Changes resistances penetration: +15% nature Rings can have magical properties. |
gold ring 'Neronn' gold ring 'Neronn'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +2 Physical power: +4 Changes resistances: +13% mind / +2% physical Changes damage: +13% mind Stamina each turn: +0.60 Healing mod.: +10% Rings can have magical properties. |
mule's gold ring of corrosion (+28%) mule's gold ring of corrosion (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +28% acid Changes damage: +14% acid Maximum encumbrance: +32 Rings can have magical properties. |
mule's stralite ring of fire (+28%) mule's stralite ring of fire (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +28% fire Changes damage: +14% fire Maximum encumbrance: +36 Rings can have magical properties. |
mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Maximum encumbrance: +28 Stun/Freeze immunity: +42% Life regen: +1.60 Rings can have magical properties. |
painweaver's stralite ring of speed painweaver's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Physical power: +11 Defense: +9 Changes damage: +6% all Spellpower: +14 Mindpower: +13 Movement speed: +14% It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.7 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings can have magical properties. |
rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
savior's stralite ring of life savior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +15 Spell save: +14 Mental save: +12 Life regen: +1.60 Maximum life: +80.00 Healing mod.: +17% Rings can have magical properties. |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +6 Cun / +7 Dex Rings can have magical properties. |
sneakthief's stralite ring of light (+28%) sneakthief's stralite ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +8 Cun / +8 Dex Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
solipsist's steel ring of life solipsist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Life regen: +0.60 Maximum life: +50.00 Mindpower: +7 Healing mod.: +12% Rings can have magical properties. |
steel ring of light (+26%) steel ring of light (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
stralite ring 'Strikebraze' stralite ring 'Strikebraze'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 8 lightning Changes resistances: +9% lightning / +6% mind Changes resistances penetration: +10% mind / +15% temporal Changes damage: +6% mind / +3% lightning Maximum encumbrance: +36 Rings can have magical properties. |
treant's stralite ring of power treant's stralite ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 Changes resistances: +9% nature Physical save: +15 Poison immunity: +22% Disease immunity: +19% Spellpower: +8 Mindpower: +12 Rings can have magical properties. |
voratun ring 'Bilen' voratun ring 'Bilen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +9 Str / +9 Con Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 4 acid Changes resistances: +3% acid Changes resistances penetration: +15% acid Rings can have magical properties. |
wizard's gold ring of blinding strikes wizard's gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Damage when the wearer hits(melee): 9 physical / 7 lightning / 7 % chance of confusion Damage when the wearer is hit: 11 physical / 5 lightning / 8 % chance of confusion Spell save: +10 Rings can have magical properties. |
Zubemina (37.5-48.75 power, 9 apr) =AllRes= Zubemina (37.5-48.75 power, 9 apr) =AllRes=Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Damage when this weapon hits: +9 mind / +12 physical Damage conversion: 30% nature Damage against: +15% Humanoid / +15% Dragon When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +7% all Changes resistances penetration: +8% nature Life regen: +0.40 Maximum life: +30.00 Healing mod.: +5% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 4 cooldown. Sharp, short and deadly. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 It can be used to activate talent Unstoppable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: You enter a battle frenzy for 3 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1. At the end of the frenzy, you regain 4% of your health per foe slain during the frenzy. A blood-etched greatsword, it has seen many foes. From the inside. |
Bleakdredge the thorny mindstar (10-11 power, 24 apr, nature damage) Bleakdredge the thorny mindstar (10-11 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 20% darkness When wielded/worn: Changes resistances: +9% temporal Changes damage: +12% temporal Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Mindpower: +3 Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 22 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 45 power out of 75/75) : Effective talent level: 1.0 Power cost: 45 out of 75/75. Range: 4.0 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
epiphanous thorny mindstar of flames (7-7.7 power, 24 apr, nature damage) epiphanous thorny mindstar of flames (7-7.7 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +9% fire Changes resistances penetration: +12% fire Changes damage: +11% mind / +12% fire Mindpower: +7 Mental crit. chance: +7% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bregulen the hardened leather belt =AtkSet= Bregulen the hardened leather belt =AtkSet=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Defense: +17 Changes stats: +4 Dex / +1 Wil / +3 Cun / +7 Lck Changes resistances penetration: +5% arcane Critical mult.: +9.00% Trap disarming bonus: +14 Stealth bonus: +18 Psi when hit: +0.12 Mindpower: +6 Mental crit. chance: +2% Infravision radius: +5 A belt that goes around your waist. |
Harastir =LightRad(3)= Harastir =LightRad(3)=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +1 Cun / +2 Dex Damage when the wearer is hit: 4 temporal Physical save: +8 Spell save: +20 Mindpower: +7 Light radius: +3 Infravision radius: +1 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Runoreharakhad =TempPen= Runoreharakhad =TempPen=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 Damage when the wearer is hit: 12 mind Changes resistances: +3% mind Changes resistances penetration: +10% temporal Changes damage: +3% blight Stealth bonus: +10 Spell crit. chance: +3% Resist all after a teleport: +2% A belt that goes around your waist. |
insulating hardened leather belt of shielding insulating hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +5% fire / +8% cold It can be used to create a temporary shield that absorbs 251 damage, placing all other charms into a 18 cooldown. A belt that goes around your waist. |
Falazilabar the cashmere cloak (2 def, 0 armour) =AtkSet= Falazilabar the cashmere cloak (2 def, 0 armour) =AtkSet=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Str / +3 Dex / +2 Wil / +4 Con Physical save: +11 Maximum life: +82.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubithra (3 def, 0 armour) Zubithra (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 Changes stats: +6 Str / +12 Dex / +4 Cun / +7 Con Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 4 arcane Changes resistances penetration: +5% blight Talent mastery: +0.40 Technique / Combat training Spell save: -14 Mental save: +15 Stamina each turn: +1.40 Mana each turn: -0.52 Mana when firing critical spell: +1.00 Maximum stamina: +10.00 Spellpower: +6 Resist all after a teleport: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour) =NegLife= resilient cashmere cloak of implacability (2 def, 0 armour) =NegLife=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Physical save: +9 Mental save: +7 Only die when reaching: -50.00 life Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak (2 def, 0 armour) =HealMod= restorative cashmere cloak (2 def, 0 armour) =HealMod=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +16% nature / +14% blight Life regen: +1.50 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Runayon' (5 def, 0 armour) elven-silk robe 'Runayon' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +4 Defense: +5 Changes stats: +2 Dex / +7 Mag / +8 Wil / +9 Cun Changes damage: +20% physical / +20% arcane / +20% fire / +18% cold / +20% lightning / +15% acid / +13% nature / +12% blight Critical mult.: +29.00% Physical save: +12 Mana each turn: +0.40 Psi each turn: +0.38 Hate when firing a critical mind attack: +5.00 Maximum mana: +100.00 Spellpower: +24 Mental crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (3 def, 0 armour) =HealMod= silk robe of life (3 def, 0 armour) =HealMod=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +13% blight Life regen: +3.70 Maximum life: +84.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emymita the Flowerbearer (6 def, 9 armour) Emymita the Flowerbearer (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +6 Fatigue: +3% Changes resistances: +3% blight Changes resistances penetration: +10% nature Physical save: +6 Stamina each turn: +0.80 Maximum stamina: +28.00 A pair of boots made of leather. |
invigorating pair of hardened leather boots of strife (0 def, 3 armour) =AtkSet= invigorating pair of hardened leather boots of strife (0 def, 3 armour) =AtkSet=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Stamina each turn: +0.70 Maximum life: +48.00 Mindpower: +7 Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
restorative pair of dwarven-steel boots (0 def, 4 armour) =HealMod= restorative pair of dwarven-steel boots (0 def, 4 armour) =HealMod=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.90 Healing mod.: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) =TmpDmg= Crystle's Astral Bindings (0 def, 0 armour) =TmpDmg=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Fists of the Desert Scorpion (8 def, 4 armour) =PhysDmg= Fists of the Desert Scorpion (8 def, 4 armour) =PhysDmg=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 Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6.0 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. This talent receives a reduced benefit from the Reach talent. 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. |
dwarven-steel gauntlets 'Ce'Nussra' (0 def, 7 armour) dwarven-steel gauntlets 'Ce'Nussra' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +1 Dex / +2 Con Changes resistances: +3% nature Mental save: +11 Life regen: +0.80 Maximum life: +64.00 Healing mod.: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Eilinerianor' (0 def, 1 armour) =PysPen= rough leather gloves 'Eilinerianor' (0 def, 1 armour) =PysPen=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Damage when the wearer is hit: 8 physical Changes resistances penetration: +10% physical Talent cooldown: Double Strike (-1 turn) Physical save: +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 96.36 fire and 101.09 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
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 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 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. |
Eye of the Forest (4 def, 0 armour) =Imba= Eye of the Forest (4 def, 0 armour) =Imba=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. 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 your 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. |
Steel Helm of Garkul (0 def, 6 armour) =PhysDmg= Steel Helm of Garkul (0 def, 6 armour) =PhysDmg=Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +1 Changes stats: +8 Cun / +4 Wil Changes resistances: +20% temporal Talent mastery: +0.20 Chronomancy / Time Travel Spellpower: +8 Mindpower: +8 Reduces paradox failures(equivalent to willpower): +10 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 5 turns. At level 4, you may choose the exit location target area (radius 7). The duration will scale with your Paradox. This fez once belonged to a traveler, it always seems to be found lying around in odd locations. Fezzes are cool. |
Xerolaith (0 def, 3 armour) =PhysPen= Xerolaith (0 def, 3 armour) =PhysPen=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +3% Changes stats: +7 Str Changes resistances penetration: +10% physical Changes damage: +12% arcane Maximum stamina: +10.00 Healing mod.: +20% A cap made of leather. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag / +3 Con Changes damage: +5% arcane Talent mastery: +0.10 Spell / Aegis Life regen: +1.70 Maximum life: +30.00 It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
Quiver of the Sun (10/10, 34-47.6 power, 15 apr) Quiver of the Sun (10/10, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 10 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
80 alchemist agate 80 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. |
2 onyx 2 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 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 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. |
Shineschism (dig speed 6 turns) =DigSpeed= Shineschism (dig speed 6 turns) =DigSpeed=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Str Damage when the wearer hits(melee): 6 darkness Changes resistances penetration: +10% light Maximum life: +28.00 Maximum stamina: +17.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Poriretta' (dig speed 12 turns) =PhysDmg= iron pickaxe 'Poriretta' (dig speed 12 turns) =PhysDmg=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +12 Changes stats: +1 Str Changes resistances: +3% mind Changes damage: +6% physical Critical mult.: +17.00% Life regen: +0.20 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 48 power out of 97/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 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. |
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 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven lantern 'Singeravager' dwarven lantern 'Singeravager'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +13 Changes stats: +2 Str / +2 Dex / +2 Cun Damage when the wearer hits(melee): 26 leaves Damage when the wearer is hit: 30 leaves Changes resistances: +9% fire / +9% cold / +10% mind / +10% temporal Changes resistances penetration: +10% fire Physical save: +16 Spell save: +20 Mental save: +20 Stamina each turn: +0.40 Light radius: +4 See invisible: +3 Defense after a teleport: +17 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of the sun watchleader's alchemist's lamp of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% darkness Changes damage: +9% light Damage affinity(heal): +5% light Blindness immunity: +22% Confusion immunity: +18% Light radius: +9 See stealth: +11 See invisible: +11 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 32.86 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 fire opal 2 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. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 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 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. |
Porynn the Hellssage (21/51, 63-75.6 power, 18 apr) Porynn the Hellssage (21/51, 63-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 63.0 - 75.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 51 Travel speed: +200% Damage when this weapon hits(ranged): +8 fire / +12 physical bleed / +22 lightning / +8 weakness Burst (radius 1) on hit: +32 fire Damage conversion: 46% lightning When wielded/worn: Ammo reloads per turns: +5 Shots are used with slings to pummel your foes to death. |
Glimmershaper the steel torque of charged psionic shield [power 51] (12 cooldown) Glimmershaper the steel torque of charged psionic shield [power 51] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun Damage when the wearer is hit: 4 light Grants telepathy: Dragon Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Light radius: +2 Infravision radius: +2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 51 for 6 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of kinetic psionic shield [power 143] (20 cooldown) overpowered dwarven-steel torque of kinetic psionic shield [power 143] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 143 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield [power 95] (12 cooldown) stralite torque of thermal psionic shield [power 95] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire and cold damage by 95 for 6 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of charged psionic shield [power 125] (17 cooldown) supercharged dwarven-steel torque of charged psionic shield [power 125] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning and blight damage by 125 for 6 turns, placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded steel torque of clear mind [power 2] (12 cooldown) warded steel torque of clear mind [power 2] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +3 darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
Lightningmaster the elven-wood totem of cure illness [power 4] (12 cooldown) Lightningmaster the elven-wood totem of cure illness [power 4] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +4 Fatigue: -6% Damage when the wearer hits(melee): 6 physical Damage when the wearer is hit: 4 physical Changes resistances: +9% lightning Changes damage: +3% acid Talent granted: +5 Lay Web Critical mult.: +15.00% Stamina each turn: +0.40 It can be used to remove up to 4 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (12 cooldown) ash totem of cure poisons [power 2] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of thorny skin [power 105] (18 cooldown) supercharged dragonbone totem of thorny skin [power 105] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 6 turns increasing armour by 105 and armour hardiness by 70%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Adama [power 13] (3 cooldown) =Ward= Adama [power 13] (3 cooldown) =Ward=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +1 Dex Maximum wards: +5 fire / +5 cold / +5 lightning / +5 blight / +5 temporal Changes damage: +3% mind / +9% acid Talent granted: +1 Ward Equilibrium when hit: +0.04 Psi when firing a critical mind attack: +3.00 See invisible: +12 Life regen bonus (wilder-summons): +1.00 It can be used to light the area around you (rad 13), placing all other charms into a 3 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of conjuration [power 625] (6 cooldown) =Blast= overpowered elven-wood wand of conjuration [power 625] (6 cooldown) =Blast=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 312-625), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of lightning [power 162] (4 cooldown) warded yew wand of lightning [power 162] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 fire / +4 cold / +3 lightning / +4 blight / +4 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 54-162), placing all other charms into a 4 cooldown. 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 Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By GrmblArcher the Cornac Archer level 45
9th Allure 124th year of Ascendancy at 11:29 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By GrmblArcher the Cornac Archer level 43
58th Haze 123rd year of Ascendancy at 10:38 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By GrmblArcher the Cornac Archer level 50
58th Regrowth 124th year of Ascendancy at 12:09 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By GrmblArcher the Cornac Archer level 31
2nd Flare 123rd year of Ascendancy at 11:39 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By GrmblArcher the Cornac Archer level 40
18th Haze 123rd year of Ascendancy at 20:51 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GrmblArcher the Cornac Archer level 7
3rd Mirth 122nd year of Ascendancy at 22:52 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By GrmblArcher the Cornac Archer level 50
70th Regrowth 124th year of Ascendancy at 00:21 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By GrmblArcher the Cornac Archer level 50
53rd Regrowth 124th year of Ascendancy at 03:14 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By GrmblArcher the Cornac Archer level 42
40th Haze 123rd year of Ascendancy at 15:11 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By GrmblArcher the Cornac Archer level 48
43rd Regrowth 124th year of Ascendancy at 21:56 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By GrmblArcher the Cornac Archer level 33
13rd Dusk 123rd year of Ascendancy at 16:59 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By GrmblArcher the Cornac Archer level 27
59th Regrowth 123rd year of Ascendancy at 06:52 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By GrmblArcher the Cornac Archer level 34
26th Dusk 123rd year of Ascendancy at 11:42 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By GrmblArcher the Cornac Archer level 50
54th Regrowth 124th year of Ascendancy at 04:08 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By GrmblArcher the Cornac Archer level 50
71st Regrowth 124th year of Ascendancy at 00:47 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GrmblArcher the Cornac Archer level 30
51st Pyre 123rd year of Ascendancy at 18:55 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By GrmblArcher the Cornac Archer level 10
1st Dusk 122nd year of Ascendancy at 18:23 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By GrmblArcher the Cornac Archer level 20
22nd Haze 122nd year of Ascendancy at 06:48 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By GrmblArcher the Cornac Archer level 30
44th Pyre 123rd year of Ascendancy at 09:49 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By GrmblArcher the Cornac Archer level 40
15th Haze 123rd year of Ascendancy at 19:47 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By GrmblArcher the Cornac Archer level 50
53rd Regrowth 124th year of Ascendancy at 02:34 see stats
Merry wintertide! (Madness (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By GrmblArcher the Cornac Archer level 41
22nd Haze 123rd year of Ascendancy at 18:07 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By GrmblArcher the Cornac Archer level 26
61st Haze 122nd year of Ascendancy at 00:48 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By GrmblArcher the Cornac Archer level 49
52nd Regrowth 124th year of Ascendancy at 18:42 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By GrmblArcher the Cornac Archer level 31
68th Pyre 123rd year of Ascendancy at 08:49 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By GrmblArcher the Cornac Archer level 50
53rd Regrowth 124th year of Ascendancy at 20:25 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By GrmblArcher the Cornac Archer level 11
14th Dusk 122nd year of Ascendancy at 12:02 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By GrmblArcher the Cornac Archer level 11
10th Dusk 122nd year of Ascendancy at 11:04 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By GrmblArcher the Cornac Archer level 20
28th Haze 122nd year of Ascendancy at 06:44 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By GrmblArcher the Cornac Archer level 35
44th Dusk 123rd year of Ascendancy at 03:30 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By GrmblArcher the Cornac Archer level 25
50th Haze 122nd year of Ascendancy at 09:06 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By GrmblArcher the Cornac Archer level 24
47th Haze 122nd year of Ascendancy at 08:04 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By GrmblArcher the Cornac Archer level 43
57th Haze 123rd year of Ascendancy at 00:51 see stats
Log
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
