Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.1.2Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 31 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Yvobeth the elven blood mage at level 28 on the 40th Haze 122nd year of Ascendancy at 22:47 4 / 2Killed by elven blood mage at level 28 on the 41st Haze 122nd year of Ascendancy at 00:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 102.9020411612 (base 50) |
| Cunning | 119.51020580601 (base 60) |
Resources
| Life | 500/500 |
| Equilibrium | 78 |
| Healing Factor | 1 |
| Regeneration | 4.05 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 53 |
| Crit Chance | 37% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 53 |
| Crit Chance | 38% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 76.04255271892 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +5% |
| Acid | +10% |
| Light | +8% |
| Temporal | +9% |
| Nature | +37% |
| Physical | +3% |
| Fire | +9% |
| All | +0% |
Offense: Damage Penetration
| Fire | +10% |
| Acid | +56% |
Defense: Base
| Armour (hardiness) | 50.4 (74.117647058824%) |
| Defense | 28.9 |
| Ranged Defense | 28.9 |
| Fatigue | 16 |
| Physical Save | 40.641666666667 |
| Spell Save | 32.89535720321 |
| Mental Save | 67.679821609631 |
Defense: Resistances
| Blight | 4%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 12%( 70%) |
| All | 0%( 70%) |
| Darkness | 0%( 70%) |
| Light | 9%( 70%) |
| Temporal | 3%( 70%) |
| Mind | 12%( 70%) |
| Fire | 0%( 70%) |
| Nature | 9%( 70%) |
Defense: Immunities
| Blind Resistance | 89% |
| Bleed Resistance | 59% |
| Poison Resistance | 59% |
| Confusion Resistance | 89% |
Inscriptions (3/3)
| 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 physical effects and reduce all damage taken by 32% for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 614 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. Also while Heroism is active, you will only die when reaching -590 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. |
Class Talents
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Acidic Soil |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by The Brainiac. Escort: lost warrior (level 2 of Trollmire) | failed |
Escort: repented thief (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the worried loremaster from death by Eilinynn the white crystal. Escort: worried loremaster (level 1 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. The Brotherhood of Alchemists* &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * &039;ve gotten it, cross some moving water on your way back.&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
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 | Glima the Scumwinter (25 def, 5 armour) Glima the Scumwinter (25 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: -6% Changes stats: +4 Str / +4 Con Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 12 nature Changes resistances: +6% nature / +9% light Changes damage: +21% nature Maximum encumbrance: +50 Physical save: +15 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.0 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& |
| Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 18.47 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | brawler& brawler&Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 Armour: +2 Changes stats: +8 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Unrurach the Festerbloom [power 47] (20 cooldown) Unrurach the Festerbloom [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +5% arcane Changes damage: +12% nature Disease immunity: +15% Defense after a teleport: +10 It can be used to harden the skin for 6 turns increasing armour by 47 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Poraldaba the Lightqueller Poraldaba the LightquellerInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Changes stats: +14 Wil / +6 Cun / +9 Con Changes damage: +3% physical Physical save: +18 Mental save: +28 Mindpower: +9 Light radius: +1 Rings can have magical properties. |
| On fingers | voratun ring &039; voratun ring &039;Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Cun / +15 Wil Damage when the wearer hits(melee): 17 gloom / 35 bleed Changes damage: +9% temporal Mental save: +30 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +8 Spell crit. chance: +4% Mindpower: +11 New effects duration reduction after a teleport: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | restful stralite amulet of cunning (+8) restful stralite amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Cun Life regen: +3.80 Amulets can have magical properties. |
| In main hand | Gloomtickler the vined mindstar (5-5.5 power, 35 apr, mind damage) Gloomtickler the vined mindstar (5-5.5 power, 35 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 67% Wil, 29% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Damage when the wearer is hit: 8 darkness Physical save: +4 Spell save: +4 Mental save: +4 Equilibrium when hit: +0.90 Mindpower: +15 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around 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. |
| In off hand | thorny mindstar &039; (8-8.8 power, 47 apr, nature damage) thorny mindstar &039; (8-8.8 power, 47 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 76% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +12 light When wielded/worn: Changes stats: +6 Cun / +1 Dex Changes resistances: +3% temporal / +4% blight Changes damage: +4% nature Disease immunity: +15% Mindpower: +17 Mental crit. chance: +10% Light radius: +3 Infravision radius: +1 See invisible: +9 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. |
| Cloak | linen cloak &039; (1 def, 5 armour) linen cloak &039; (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Damage when the wearer is hit: 4 mind Changes resistances: +12% mind / +12% cold / +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour &039; (7 def, 24 armour) stralite plate armour &039; (7 def, 24 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Defense: +7 Fatigue: +26% Changes stats: +7 Cun / +5 Wil Damage when the wearer is hit: 14 physical Changes resistances penetration: +10% fire Changes damage: +9% fire Allows you to breathe in: water Mental save: +10 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 224)healing infusion (heal 224) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 224 life. 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 (+5 for 9 turns, die at -312) heroism infusion (+5 for 9 turns, die at -312)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. Also while Heroism is active, you will only die when reaching -312 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 218 over 5 turns)regeneration infusion (heal 218 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 218 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. |
regeneration infusion of the psychic (heal 597 over 5 turns) regeneration infusion of the psychic (heal 597 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 25%; cure physical)wild infusion (resist 25%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 25% for 6 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. |
wild infusion of the sneak (resist 27%; cure mental, magical) wild infusion of the sneak (resist 27%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 27% for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 12 for 7 turns)invisibility rune (power 12 for 7 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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. invisibility rune of the duelist (power 13 for 9 turns)invisibility rune of the duelist (power 13 for 9 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 13) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 54)teleportation rune (range 54) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. 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. |
Daneth& Daneth&Crafted 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 Talent mastery: +0.00(-) Technique / Battle tactics Reduces opponents crit chance: 0% It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 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& |
Emeliba the Brighthash Emeliba the BrighthashCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Str / +6 Dex / +6 Wil Damage when the wearer is hit: 4 light Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Changes damage: +6% light Light radius: +3 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Magmaobeisance MagmaobeisanceInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 fire Changes resistances: +6% physical / +3% blight Changes resistances penetration: +5% blight Talent mastery: +0.16 Wild-gift / Oozing blades Stamina each turn: +0.30 Amulets can have magical properties. |
clarifying copper amulet of mastery (0.12 Wild-gift / Moss) clarifying copper amulet of mastery (0.12 Wild-gift / Moss)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.12 Wild-gift / Moss Confusion immunity: +21% Amulets can have magical properties. |
clarifying steel amulet of the fish clarifying steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind / +12% cold Allows you to breathe in: water Confusion immunity: +23% Amulets can have magical properties. |
restful steel amulet of strength (+3) restful steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +1.30 Amulets can have magical properties. |
Pitchreaper PitchreaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +6 Str / +7 Con Damage when the wearer is hit: 12 fire Changes resistances penetration: +15% darkness Changes damage: +9% darkness / +6% fire Rings can have magical properties. |
Samyzilakan the voratun ring Samyzilakan the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +3 Fatigue: -6% Changes stats: +8 Cun / +9 Dex Damage when the wearer hits(melee): 4 physical Changes resistances: +14% nature / +6% fire Maximum encumbrance: +30 Physical save: +22 Blindness immunity: +50% Poison immunity: +22% Disease immunity: +23% Maximum stamina: +20.00 See stealth: +20 See invisible: +21 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
steel ring &039; steel ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Physical crit. chance: +2.0% Maximum encumbrance: +60 Life regen: +0.90 Maximum life: +47.00 Healing mod.: +12% Rings can have magical properties. |
titan& titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +6 Rings can have magical properties. |
voratun ring &039; voratun ring &039;Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Changes stats: +5 Con Changes damage: +5% all Spell save: +18 Mental save: +6 Silence immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Maximum stamina: +68.00 Spellpower: +13 Mindpower: +19 Resist all after a teleport: +4% Rings can have magical properties. |
warrior& warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Chamedurain the Glareclamor (16-20.8 power, 7 apr)Chamedurain the Glareclamor (16-20.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +9 Changes stats: +2 Str / +1 Dex / +3 Cun Changes resistances penetration: +10% light Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Chargebreak (29.5-44.25 power, 2 apr)Chargebreak (29.5-44.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +8 lightning / +12 acid blind / +16 light When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% physical / +5% acid Changes damage: +11% physical / +3% lightning Massive two-handed maul. |
Ce& Ce&Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] 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% Damage when this weapon hits: +3 light When wielded/worn: Damage when the wearer is hit: 4 mind Changes resistances: +5% arcane / +4% nature / +5% blight / +3% darkness Changes resistances penetration: +5% nature Changes damage: +7% nature Talent mastery: +0.20 Wild-gift / Harmony Disease immunity: +16% Equilibrium when hit: +0.90 Mindpower: +5 Mental crit. chance: +5% Light radius: +1 Max wilder summons: +0 It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. 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. |
This item will automatically be transmogrified when you leave the level. OluthelOluthel Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +4 Dex Changes resistances: +3% nature / +6% blight Poison immunity: +20% Cut immunity: +5% Defense after a teleport: +5 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Blindreek (20-24 power, 4 apr, arcane damage)Blindreek (20-24 power, 4 apr, arcane damage) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Burst (radius 1) on hit: +16 darkness Damage conversion: 20% blight When wielded/worn: Physical crit. chance: +10.0% Damage when the wearer is hit: 12 light Changes damage: +20% arcane / +3% light Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord&magelord& Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage when the wearer hits(melee): 21 arcane Changes resistances penetration: +12% acid Changes damage: +23% acid Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +12 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering yew starstaff (20-24 power, 4 apr, temporal damage)shimmering yew starstaff (20-24 power, 4 apr, temporal damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +40.00 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zuburin the steel waraxe (11.5-16.1 power, 3 apr)Zuburin the steel waraxe (11.5-16.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +4 arcane Damage conversion: 30% mind When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Cun Damage when the wearer is hit: 4 mind Critical mult.: +5.00% Mental crit. chance: +1% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe (18-25.2 power, 4 apr)balanced dwarven-steel waraxe (18-25.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +8 One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Beilen the cashmere cloak (2 def, 0 armour) Beilen the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +3 Con Damage when the wearer hits(melee): 2 mind Changes resistances: +15% blight Changes resistances penetration: +5% blight Changes damage: +18% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe of frost (+19%) (2 def, 0 armour)cashmere robe of frost (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +19% cold Changes damage: +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of iron boots of rushing (0 def, 3 armour) invigorating pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Str / +2 Con Stamina each turn: +0.20 Maximum life: +31.00 Movement speed: +10% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots &039; (0 def, 10 armour)pair of dwarven-steel boots &039; (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Str / +3 Con Damage when the wearer is hit: 16 lightning Changes resistances: +10% fire / +10% cold / +9% lightning Changes resistances penetration: +5% lightning / +5% light Changes damage: +6% lightning / +15% temporal Infravision radius: +2 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& |
This item will automatically be transmogrified when you leave the level. scholar&scholar& Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +19.00 Spellpower: +5 A pair of boots made of leather. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 Spell save: +8 Mindpower: +8 Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
naturalist& naturalist&Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 23 mind / 20 darkness / 8 nature Changes resistances: +6% nature Changes damage: +5% nature Mental save: -12 Mindpower: +5 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Delosin the Sunborn (0 def, 8 armour)Delosin the Sunborn (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Damage when the wearer is hit: 4 fire Changes resistances: +21% lightning / +9% fire Changes damage: +12% fire Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of might (0 def, 4 armour) bladed dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +4 Fatigue: +4% Changes stats: +8 Str / +4 Con Damage when the wearer is hit: 8 physical It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy&ANTIQUE_WHITE |
Ce& Ce&Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +14 Fatigue: +16% Changes stats: +5 Cun / +6 Wil Damage when the wearer hits(melee): 2 acid Changes resistances: +23% fire Grants telepathy: Dragon Allows you to breathe in: water Mental save: +40 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour &039; (2 def, 4 armour)cured leather armour &039; (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical power: +4 Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer hits(melee): 6 physical Damage when the wearer is hit: 14 physical Critical mult.: +10.00% Life regen: +0.60 Maximum life: +10.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Anudir (5 def, 17 armour)Anudir (5 def, 17 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 Fatigue: +24% Damage when the wearer is hit: 16 physical Changes resistances: +1% physical / +6% blight Defense after a teleport: +10 Life regen bonus (wilder-summons): +3.00 A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
333 alchemist agate 333 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Growthfiend (dig speed 40 turns) Growthfiend (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Damage when the wearer hits(melee): 8 nature Changes damage: +6% nature / +6% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof& Rungof&Infused 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
watchleader&039;s lamp watchleader&039;s lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +13% Light radius: +7 See stealth: +7 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe& Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. Dayserpent (17/17, 35.5-42.6 power, 3 apr)Dayserpent (17/17, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +15.0% Capacity: 17 Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +8 darkness / +12 light Burst (radius 2) on crit: +4 acid / +4 light Damage conversion: 40% light Shots are used with slings to pummel your foes to death. |
ash totem of thorny skin &039; [power 25] (20 cooldown) ash totem of thorny skin &039; [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% mind Psi each turn: +0.30 It can be used to harden the skin for 6 turns increasing armour by 25 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 200% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By The Brainiac the Halfling Oozemancer level 20
44th Dusk 122nd year of Ascendancy at 14:28 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By The Brainiac the Halfling Oozemancer level 10
7th Flare 122nd year of Ascendancy at 19:32 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By The Brainiac the Halfling Oozemancer level 27
40th Haze 122nd year of Ascendancy at 13:19 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Brainiac the Halfling Oozemancer level 30
75th Haze 122nd year of Ascendancy at 15:39 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By The Brainiac the Halfling Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 19:34 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By The Brainiac the Halfling Oozemancer level 20
44th Dusk 122nd year of Ascendancy at 14:27 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By The Brainiac the Halfling Oozemancer level 30
49th Haze 122nd year of Ascendancy at 05:34 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By The Brainiac the Halfling Oozemancer level 21
15th Haze 122nd year of Ascendancy at 04:19 see stats
Savior of the damsels in distress (Madness (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By The Brainiac the Halfling Oozemancer level 29
47th Haze 122nd year of Ascendancy at 10:24 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By The Brainiac the Halfling Oozemancer level 29
41st Haze 122nd year of Ascendancy at 08:19 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By The Brainiac the Halfling Oozemancer level 25
32nd Haze 122nd year of Ascendancy at 23:10 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By The Brainiac the Halfling Oozemancer level 27
40th Haze 122nd year of Ascendancy at 14:50 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By The Brainiac the Halfling Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 19:35 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By The Brainiac the Halfling Oozemancer level 23
29th Haze 122nd year of Ascendancy at 04:59 see stats
Log
The Brainiac hits Dúathedlen for 117 mind, 5 nature, 6 physical, 140 nature (268 total damage).
The Brainiac killed Dúathedlen!
Talent Acid Splash is ready to use.
The Brainiac is no longer attuned.
Talent Call of the Ooze is ready to use.
Your summoned mucus ooze disappears.
Your summoned mucus ooze disappears.
Your summoned bloated ooze disappears.
Your summoned bloated ooze disappears.
Your summoned mucus ooze disappears.
Your summoned bloated ooze disappears.
Talent Corrosive Nature is ready to use.
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj&LASTLASTLASTLASTLASTLASTLASTLASTLASTLASTLASTLASTLASTLASTYELLOW_GREEN039;&LAST
