Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Arcane Blade with Staff Combat Option 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 50 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 41 on the 2nd Regrowth 124th year of Ascendancy at 10:16 / 2Killed by skeleton mage at level 50 on the 58th Pyre 124th year of Ascendancy at 21:31 |
Primary Stats
| Strength | 55 (base 44) |
| Dexterity | 31 (base 22) |
| Constitution | 23 (base 10) |
| Magic | 91 (base 64) |
| Willpower | 59 (base 26) |
| Cunning | 86 (base 60) |
Resources
| Mana | 6/639 |
| Life | 0/1281 |
| Positive | 0/197 |
| Stamina | 298/320 |
| Paradox | 600 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 12 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 53 |
| Crit Chance | 67% |
| APR | 14 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 86.37 |
| Crit Chance | 92% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.566666666667 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Physical | +11% |
| Cold | +56% |
| All | +0% |
| Lightning | +30% |
| Light | +15% |
| Temporal | +95% |
| Darkness | +30% |
| Fire | +65% |
| Arcane | +30% |
Offense: Damage Penetration
| Temporal | +20% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 80.936149103849 (85%) |
| Defense | 52.62871636795 |
| Ranged Defense | 52.62871636795 |
| Fatigue | 12 |
| Physical Save | 51.35 |
| Spell Save | 44.083333333333 |
| Mental Save | 60.125 |
Defense: Resistances
| Acid | 42%( 70%) |
| Blight | 62%( 70%) |
| Physical | 26%( 70%) |
| Cold | 70%( 70%) |
| All | 23%( 70%) |
| Lightning | 35%( 70%) |
| Light | 23%( 70%) |
| Temporal | 46%( 70%) |
| Darkness | 54%( 70%) |
| Fire | 49%( 70%) |
| Nature | 46%( 70%) |
Defense: Immunities
| Knockback Resistance | 25% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Confusion Resistance | 60% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 30% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 450 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1127% over 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 752.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Precise Strikes |
| talent | Defensive Posture |
| detrimental effect | The target is on fire, taking 31.21 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Spellsurge |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target assumes the form of a telugoroth. Temporal Form |
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& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Back and there again | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Mayobeth the ghoul. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 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&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
The Doom of the World! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITELIGHT_GREENWHITESLATEWHITESLATE | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | 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. 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 25 power out of 44/50) : Effective talent level: 2.0 Power cost: 25 out of 44/50. Range: 5.00 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 297.23 fire and 199.95 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. |
| Tool | Fortune& Fortune&Crafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj& |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | conjurer& conjurer&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil / +6 Mag Changes resistances: +14% fire / +19% cold / +15% lightning / +25% acid Spellpower: +7 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% arcane / +30% fire / +30% cold / +30% lightning Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion traveled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| On hands | Salyth the Demontide (0 def, 3 armour) Salyth the Demontide (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +10 Physical crit. chance: +20.0% Armour: +3 Changes stats: +5 Dex / +5 Cun / +6 Con Damage when the wearer hits(melee): 13 cold Changes resistances: +9% cold / +3% blight Changes resistances penetration: +15% darkness Changes damage: +11% cold / +15% darkness / +3% blight Critical mult.: +31.00% Physical save: +10 Spell save: +8 Mental save: +8 Spell crit. chance: +20% Mental crit. chance: +20% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xerille (5 def, 10 armour) Xerille (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +7 Str / +12 Wil / +6 Cun / +7 Con Damage when the wearer is hit: 17 physical / 11 light Changes resistances: +20% darkness / +27% blight Mental save: +25 Poison immunity: +30% Stun/Freeze immunity: +10% Knockback immunity: +25% Maximum life: +100.00 Light radius: +2 A suit of armour made of mail. |
| Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes stats: +7 Mag Damage when the wearer is hit: 60 ice Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
| Around neck | Spellblaze Echos Spellblaze EchosPowered by arcane forces 0.10 Encumbrance. 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 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Inventory
Infusion of Wild Growth (Rad 5 for 5 turns) Infusion of Wild Growth (Rad 5 for 5 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing 10.89 physical damage and 19.62 nature damage each turn. 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. |
duelist& duelist&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 47.25 nature damage per turns for 7 turns, and reducing the target&YELLOWLASTANTIQUE_WHITE |
heroism infusion (+7 for 10 turns, die at -663) heroism infusion (+7 for 10 turns, die at -663)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. Also while Heroism is active, you will only die when reaching -663 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. 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. |
movement infusion (1012% speed; 4 turns) movement infusion (1012% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1012% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic& psychic&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 608 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. |
regeneration infusion (heal 457 over 5 turns) regeneration infusion (heal 457 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 457 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. |
sneak& sneak&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 453 life. 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. |
sneak& sneak&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. Also while Heroism is active, you will only die when reaching -570 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
sneak& sneak&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 29% for 4 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. |
titan& titan&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 12% for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior& warrior&Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 606 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure magical, physical) wild infusion (resist 18%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 18% for 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. |
wizard& wizard&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 19 for 12 turns. Also while Heroism is active, you will only die when reaching -549 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard& wizard&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 631 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard& wizard&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: 18 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 7 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 236 for 5 turns) Rune of Reflection (absorb and reflect 236 for 5 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 236 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
duelist& duelist&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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 5 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. |
duelist& duelist&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 375 damage for 5 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. |
psychic& psychic&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: 6.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 633.67 cold damage with a chance to freeze the target. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 304 for 6 turns) shielding rune (absorb 304 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 304 damage for 6 turns. 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. |
sneak& sneak&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 614.33 cold damage with a chance to freeze the target. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak& sneak&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 14) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak& sneak&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 create a protective shield absorbing at most 416 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak& sneak&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior& warrior&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 create a protective shield absorbing at most 407 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 636.17 cold damage with a chance to freeze the target. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 % chance to blind Changes resistances: +20% light Changes damage: +10% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Nagosus NagosusPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +20% arcane Grants telepathy: Demon/Minor Demon/Major Amulets can have magical properties. |
Pendent of the Sun and Moons Pendent of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% darkness / +10% light Changes resistances cap: +5% darkness / +5% light Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% darkness / +8% light Spellpower: +8 Spell crit. chance: +5% It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendent depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Vox VoxPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +80% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 No force can hope to silence the wearer of this amulet. |
clarifying stralite amulet of constitution (+2) clarifying stralite amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +14% mind Confusion immunity: +25% Amulets can have magical properties. |
clarifying stralite amulet of cunning (+4) clarifying stralite amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +13% mind Confusion immunity: +34% Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature Poison immunity: +21% Amulets can have magical properties. |
cleansing stralite amulet of cunning (+2) cleansing stralite amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +16% nature Poison immunity: +30% Amulets can have magical properties. |
copper amulet of mastery (0.10 Spell / Air) copper amulet of mastery (0.10 Spell / Air)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Air Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet of the chosen gold amulet of the chosenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 7 light Damage when the wearer is hit: 8 light Changes resistances: +7% light Amulets can have magical properties. |
gold amulet of the chosen gold amulet of the chosenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 6 light Changes resistances: +7% light Amulets can have magical properties. |
grounding voratun amulet of cunning (+5) grounding voratun amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +18% lightning Stun/Freeze immunity: +42% Amulets can have magical properties. |
inertial steel amulet of dexterity (+4) inertial steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Pinning immunity: +20% Stamina each turn: +0.20 Amulets can have magical properties. |
mindweaver& mindweaver&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Cun / +4 Mag Mental save: +9 Confusion immunity: +11% Mindpower: +8 Amulets can have magical properties. |
protective voratun amulet of mastery (0.40 Spell / Earth) protective voratun amulet of mastery (0.40 Spell / Earth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Defense: +6 Talent mastery: +0.40 Spell / Earth Physical save: +27 Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Life regen: +0.40 Amulets can have magical properties. |
savior& savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Physical save: +7 Spell save: +7 Mental save: +8 Amulets can have magical properties. |
savior& savior&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +9 Spell save: +9 Mental save: +9 Stamina when hit: +0.80 Mana when hit: +2.20 Equilibrium when hit: +1.00 Psi when hit: +1.20 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 9), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of cunning (+4) steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. |
steel amulet of mastery (0.12 Technique / Combat veteran) steel amulet of mastery (0.12 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Technique / Combat veteran Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +7% blight / +8% fire Critical mult.: +20.00% Spellpower: +9 Amulets can have magical properties. |
wanderer& wanderer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +5 Mag / +6 Cun / +5 Con Mana each turn: +0.14 Maximum mana: +47.00 Amulets can have magical properties. |
warmaker& warmaker&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +7 Dex / +6 Wil Amulets can have magical properties. |
warmaker& warmaker&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +10 Dex / +4 Wil Teleport immunity: +50% It can be used to teleports your randomly (rad 55), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Cuthurain CuthurainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +18 Physical save: +15 Disease immunity: +20% Pinning immunity: +20% Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid This ring shines with many colors. |
Hathorochak HathorochakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 20 mind / 20 arcane Changes damage: +15% arcane Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Saloda SalodaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +4 Con Maximum encumbrance: +66 Spell save: +14 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum stamina: +23.00 Rings can have magical properties. |
Sparkwarden SparkwardenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 8 darkness Changes resistances: +15% lightning Changes resistances penetration: +20% lightning Changes damage: +15% darkness / +24% lightning Rings can have magical properties. |
conjurer& conjurer&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil / +4 Mag Changes resistances: +28% acid Changes damage: +14% acid Spellpower: +9 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% See stealth: +5 See invisible: +6 Rings can have magical properties. |
gladiator& gladiator&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 Changes stats: +7 Str / +6 Con Mindpower: +10 Rings can have magical properties. |
gold ring of nature (+26%) gold ring of nature (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
marksman& marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
marksman& marksman&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +14% temporal Changes damage: +14% temporal Rings can have magical properties. |
marksman& marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Life regen: +1.30 Maximum life: +54.00 Healing mod.: +23% Rings can have magical properties. |
mule& mule&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun Maximum encumbrance: +28 Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings can have magical properties. |
mule& mule&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +27 Blindness immunity: +31% See stealth: +7 See invisible: +5 Rings can have magical properties. |
painweaver& painweaver&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 Life regen: +0.90 Maximum life: +50.00 Spellpower: +9 Mindpower: +9 Healing mod.: +22% Rings can have magical properties. |
painweaver& painweaver&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Spellpower: +12 Mindpower: +10 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 36%. Rings can have magical properties. |
painweaver& painweaver&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 Changes resistances: +38% cold Changes damage: +19% cold Spellpower: +16 Mindpower: +12 Rings can have magical properties. |
psionicist& psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +8 Rings can have magical properties. |
psionicist& psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +8 Rings can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Blindness immunity: +23% See stealth: +7 See invisible: +7 Rings can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +34% darkness Changes damage: +17% darkness Rings can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Changes resistances: +30% light Changes damage: +15% light Rings can have magical properties. |
rogue& rogue&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 Changes stats: +3 Cun Mindpower: +7 Rings can have magical properties. |
savage& savage&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +8 Defense: +6 Changes stats: +4 Con Spell save: +9 Maximum stamina: +22.00 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior& savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% cold Changes damage: +14% cold Physical save: +9 Spell save: +10 Mental save: +8 Rings can have magical properties. |
savior& savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 Physical save: +8 Spell save: +11 Mental save: +9 Rings can have magical properties. |
solipsist& solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +9 Rings can have magical properties. |
solipsist& solipsist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Wil Life regen: +1.00 Maximum life: +58.00 Mindpower: +5 Healing mod.: +24% Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 24%. Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.90 Maximum life: +60.00 Healing mod.: +19% Rings can have magical properties. |
titan& titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 Rings can have magical properties. |
titan& titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 Mental save: +8 Confusion immunity: +27% Rings can have magical properties. |
treant& treant&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature Physical save: +6 Blindness immunity: +26% Poison immunity: +12% Disease immunity: +10% See stealth: +8 See invisible: +6 Rings can have magical properties. |
warrior& warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
wizard& wizard&Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Life regen: +1.20 Maximum life: +64.00 Healing mod.: +18% Rings can have magical properties. |
wizard& wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +25% fire / +26% cold / +26% lightning / +14% acid Spell save: +12 Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 acid / +50 slime When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 26 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +6% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +10% physical / +8% light Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 corrupted blood / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Dawn& Dawn&Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 25% Mag, 75% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +20% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns) Spellpower: +10 Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Gravitational Staff (30-36 power, 8 apr, gravity pin damage) Gravitational Staff (30-36 power, 8 apr, gravity pin damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +14% physical Changes damage: +18% physical / +10% temporal Talent masteries: +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spells center and inflicts 195.41 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback. The damage dealt will scale with your Paradox and Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Isleldara (30-36 power, 6 apr, darkness damage) Isleldara (30-36 power, 6 apr, darkness damage)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +30% darkness Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +20.00% Psi each turn: +0.40 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
Telos& Telos&Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% The top part of Telos& |
greater elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage) greater elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Maximum wards: +3 physical / +3 temporal / +3 darkness / +3 light Changes damage: +25% physical / +25% light / +25% darkness / +25% temporal Talents granted: +1 Command Staff +4 Ward Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Whip of Urh& Whip of Urh&Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 42.0 - 46.2 Uses stat: 100% Dex Damage type: Fire knockback Armour Penetration: +0 Physical crit. chance: +9.0% When wielded/worn: Grants telepathy: Demon/Minor Demon/Major See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh& |
Dagudas DagudasCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% fire / +24% lightning / +12% nature Physical save: +15 Stun/Freeze immunity: +25% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. 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. |
hardened leather belt of unlife hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.4 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 14 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
spellcowled elven-silk cloak of sorcery (3 def, 0 armour) spellcowled elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Wil / +7 Mag Spell save: +11 Maximum mana: +56.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sileyavena (0 def, 3 armour) Sileyavena (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +2% Changes damage: +30% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
reinforced pair of dwarven-steel boots of tirelessness (0 def, 7 armour) reinforced pair of dwarven-steel boots of tirelessness (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +7% fire / +6% cold / +7% lightning / +6% acid Stamina each turn: +0.50 Maximum stamina: +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
traveler& traveler&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Baredas (0 def, 3 armour)Baredas (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Cun Grants telepathy: Dragon Hate when firing a critical mind attack: +5.00 Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch cashmere wizard hat of frost (+16%) (2 def, 0 armour) eldritch cashmere wizard hat of frost (+16%) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +16% cold Changes damage: +11% cold Mana each turn: +0.70 Mana when hit: +1.40 Maximum mana: +68.00 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap of sanctity (0 def, 3 armour) hardened leather cap of sanctity (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% darkness / +7% blight Mental save: +7 It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal Spell save: +20 Mindpower: +10 This light weight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it felt in your hands. |
288 alchemist agate 288 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 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
44 alchemist bloodstone 44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe&LASTANTIQUE_WHITE |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Sparkquick of cure illness [power 4] (20 cooldown) Sparkquick of cure illness [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +21% lightning Changes resistances penetration: +25% lightning Changes damage: +15% lightning It can be used to removes up to 4 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of healing [power 140] (35 cooldown) natural yew totem of healing [power 140] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heals the target for 140, placing all other charms into a 35 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of thorny skin [power 31] (20 cooldown) rushing elven-wood totem of thorny skin [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to hardens the skin for 6 turns increasing armour by 31 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded elven-wood wand of lightning [power 213] (6 cooldown) warded elven-wood wand of lightning [power 213] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 fire / +3 cold / +3 lightning / +2 blight / +3 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 71-213), 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. |
5 diamond 5 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. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Nubsie the Cornac Arcane Blade level 35
58th Dusk 123rd year of Ascendancy at 12:08 see stats
Against all odds
Killed Ukruk in the ambush.By Nubsie the Cornac Arcane Blade level 32
4th Dusk 123rd year of Ascendancy at 22:35 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Nubsie the Cornac Arcane Blade level 33
8th Dusk 123rd year of Ascendancy at 02:51 see stats
Arachnophobia
Destroyed the spydric menace.By Nubsie the Cornac Arcane Blade level 39
1st Allure 124th year of Ascendancy at 20:36 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Nubsie the Cornac Arcane Blade level 41
2nd Regrowth 124th year of Ascendancy at 10:16 see stats
Brave new world
Went to the Far East and took part in the war.By Nubsie the Cornac Arcane Blade level 38
73rd Dusk 123rd year of Ascendancy at 06:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Nubsie the Cornac Arcane Blade level 33
6th Dusk 123rd year of Ascendancy at 15:42 see stats
Clone War
Destroyed your own Shade.By Nubsie the Cornac Arcane Blade level 47
32nd Pyre 124th year of Ascendancy at 18:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nubsie the Cornac Arcane Blade level 13
73rd Haze 122nd year of Ascendancy at 18:06 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Nubsie the Cornac Arcane Blade level 47
37th Pyre 124th year of Ascendancy at 23:25 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nubsie the Cornac Arcane Blade level 37
67th Dusk 123rd year of Ascendancy at 15:31 see stats
Exterminator
Killed 1000 creatures.By Nubsie the Cornac Arcane Blade level 18
5th Regrowth 123rd year of Ascendancy at 03:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nubsie the Cornac Arcane Blade level 23
7th Pyre 123rd year of Ascendancy at 03:05 see stats
Fear me not!
Survived the Fearscape!By Nubsie the Cornac Arcane Blade level 40
10th Allure 124th year of Ascendancy at 23:48 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Nubsie the Cornac Arcane Blade level 40
9th Allure 124th year of Ascendancy at 07:29 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Nubsie the Cornac Arcane Blade level 42
3rd Regrowth 124th year of Ascendancy at 16:31 see stats
Level 10
Got a character to level 10.By Nubsie the Cornac Arcane Blade level 10
47th Haze 122nd year of Ascendancy at 08:54 see stats
Level 20
Got a character to level 20.By Nubsie the Cornac Arcane Blade level 20
9th Regrowth 123rd year of Ascendancy at 00:18 see stats
Level 30
Got a character to level 30.By Nubsie the Cornac Arcane Blade level 30
5th Flare 123rd year of Ascendancy at 12:55 see stats
Level 40
Got a character to level 40.By Nubsie the Cornac Arcane Blade level 40
8th Allure 124th year of Ascendancy at 22:47 see stats
Level 50
Got a character to level 50.By Nubsie the Cornac Arcane Blade level 50
52nd Pyre 124th year of Ascendancy at 22:47 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Nubsie the Cornac Arcane Blade level 14
3rd Decay 122nd year of Ascendancy at 02:14 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nubsie the Cornac Arcane Blade level 49
52nd Pyre 124th year of Ascendancy at 22:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nubsie the Cornac Arcane Blade level 21
35th Regrowth 123rd year of Ascendancy at 14:48 see stats
Santassacre!
Killed the little helper elves after saving them!By Nubsie the Cornac Arcane Blade level 14
3rd Decay 122nd year of Ascendancy at 02:34 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nubsie the Cornac Arcane Blade level 25
19th Pyre 123rd year of Ascendancy at 20:18 see stats
Size matters
Did over 600 damage in one attack.By Nubsie the Cornac Arcane Blade level 32
4th Dusk 123rd year of Ascendancy at 02:08 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nubsie the Cornac Arcane Blade level 37
68th Dusk 123rd year of Ascendancy at 10:59 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Nubsie the Cornac Arcane Blade level 22
47th Regrowth 123rd year of Ascendancy at 12:24 see stats
The Arena
Unlocked Arena mode.By Nubsie the Cornac Arcane Blade level 6
22nd Haze 122nd year of Ascendancy at 11:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nubsie the Cornac Arcane Blade level 25
47th Pyre 123rd year of Ascendancy at 21:02 see stats
The secret city
Discovered the truth about mages.By Nubsie the Cornac Arcane Blade level 9
41st Haze 122nd year of Ascendancy at 19:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Nubsie the Cornac Arcane Blade level 25
47th Pyre 123rd year of Ascendancy at 03:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nubsie the Cornac Arcane Blade level 29
2nd Flare 123rd year of Ascendancy at 21:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nubsie the Cornac Arcane Blade level 17
3rd Regrowth 123rd year of Ascendancy at 16:22 see stats
Unstoppable
Returned from the dead.By Nubsie the Cornac Arcane Blade level 41
2nd Regrowth 124th year of Ascendancy at 10:17 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nubsie the Cornac Arcane Blade level 31
4th Dusk 123rd year of Ascendancy at 02:06 see stats
Log
Talent Premonition is ready to use.
Nubsie slows down.
Skeleton mage hits Nubsie for 19 fire damage.
Skeleton mage casts Manathrust.
Skeleton mage casts Manathrust.
Skeleton mage hits Nubsie for 130 arcane damage.
Skeleton mage hits skeleton mage for 0 arcane damage.
Skeleton mage hits Nubsie for 130 arcane damage.
Skeleton mage hits skeleton warrior for 168 arcane damage.
Armoured skeleton warrior uses Block.
Talent Arcane Reconstruction is ready to use.
Talent Temporal Form is ready to use.
Skeleton mage hits Nubsie for 19 fire damage.
Nubsie uses Infusion: Movement.
Nubsie is moving freely.
Nubsie prepares for the next kill!.
Nubsie casts Temporal Form.
Nubsie threads time as a shell!
You feel the edges of time begin to fray!
You feel the edges of space begin to ripple and bend!
Space and time both fight against your control!
Nubsie slows down.
A temporal storm rages around Nubsie.
Talent Rune: Shielding is ready to use.
Saving done.
Saving done.
Saving game...
