Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 41 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 18 on the 32nd Haze 122nd year of Ascendancy at 17:41 0 / 9Killed by Glossra the polar bear at level 26 on the 61st Pyre 123rd year of Ascendancy at 02:16 Killed by war hound at level 27 on the 63rd Pyre 123rd year of Ascendancy at 02:47 Killed by shadow at level 27 on the 63rd Pyre 123rd year of Ascendancy at 10:58 Killed by Emuvena the brown bear at level 27 on the 63rd Pyre 123rd year of Ascendancy at 22:17 Killed by fire drake at level 31 on the 23rd Dusk 123rd year of Ascendancy at 15:00 Killed by Emelywyn the vampire at level 36 on the 78th Dusk 123rd year of Ascendancy at 01:50 Killed by Betomina the storm drake at level 39 on the 20th Haze 123rd year of Ascendancy at 02:31 Killed by Xerama the orc high cryomancer at level 41 on the 50th Haze 123rd year of Ascendancy at 20:05 |
Primary Stats
| Strength | 1 (base 13) |
| Dexterity | 31 (base 30) |
| Constitution | 13 (base 10) |
| Magic | 67 (base 60) |
| Willpower | 45 (base 26) |
| Cunning | 67 (base 60) |
Resources
| Life | -350/898 |
| Mana | 187/215 |
| Stamina | 716/748 |
| Positive | 10/150 |
| Healing Factor | 1.1 |
| Regeneration | 1.925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 26 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 47 |
| Crit Chance | 71% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64.660840526939 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.433333333333 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | +8% |
Defense: Base
| Armour (hardiness) | 25 (35%) |
| Defense | 28.675 |
| Ranged Defense | 28.675 |
| Fatigue | 6 |
| Physical Save | 46.854716693182 |
| Spell Save | 50.288050026515 |
| Mental Save | 41.4 |
Defense: Resistances
| All | 15%( 70%) |
Defense: Immunities
| Silence Resistance | 29% |
| Confusion Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1597% for 10 turns and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Shock Hands |
| talent | Premonition |
| talent | Shielding |
| talent | Secrets of the Eternals |
| beneficial effect | Reduces lightning damage received by 18%. Premonition Shield |
| beneficial effect | The mana surge engulfs the target, regenerating 14.24 mana per turn. Surging mana |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its strength by 18 and doing 35.81 blight damage per turn. Weakness Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 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 sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Piercing Sight (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | 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 | active |
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 | undeterred pair of hardened leather boots (0 def, 3 armour) =stun= undeterred pair of hardened leather boots (0 def, 3 armour) =stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +29% Confusion immunity: +20% Stun/Freeze immunity: +25% A pair of boots made of leather. |
| Light source | alchemist&039;Shimmersweeper& alchemist&039;Shimmersweeper&Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Damage when hit (Melee): 4 lightning Changes stats: +5 Wil Changes resistances: +18% blight / +6% lightning Changes resistances penetration: +8% all Changes damage: +3% blight Critical mult.: +15.00% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit&ORANGE Quasit&ORANGERequires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| Tool | Voranne the dwarven-steel torque of charged psionic shield [power 85] (20 cooldown) Voranne the dwarven-steel torque of charged psionic shield [power 85] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Fatigue: -2% Maximum wards: +2 physical / +4 mind / +3 darkness Talent granted: +1 Ward Critical mult.: +3.00% Stamina each turn: +0.60 Maximum life: +30.00 Healing mod.: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine =knock back= Inertial Twine =knock back=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Eclipsestriker =stun= Eclipsestriker =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +15% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness Stun/Freeze immunity: +25% Life regen: +1.10 Rings can have magical properties. |
| Around waist | Galestun the hardened leather belt =daze= Galestun the hardened leather belt =daze=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +6% darkness Changes damage: +6% darkness Mental save: +10 (+3 eff.) Spellpower: +7 (+2 eff.) A belt that goes around your waist. |
| In main hand | dragonbone starstaff &039; (136% power, 8 apr, physical element) dragonbone starstaff &039; (136% power, 8 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical When wielded/worn: Defense: +11 (+5 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 47 fire Damage when hit (Melee): 4 lightning Changes stats: +1 Str Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +68.00% Maximum encumbrance: +30 Life regen: +0.40 Spellpower: +27 (+7 eff.) Spell crit. chance: +5% Light radius: +4 See invisible: +26 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 106.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Shadelash the hardened leather gloves (0 def, 2 armour) =crit= Shadelash the hardened leather gloves (0 def, 2 armour) =crit=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Damage when hit (Melee): 4 mind Changes resistances: +6% darkness / +6% mind Critical mult.: +10.00% Spell crit. chance: +7% Mental crit. chance: +12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
| Cloak | Destala&ORANGE Destala&ORANGEInfused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 11/20) : Effective talent level: 2.4 Power cost: 20 out of 11/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Around neck | Haloregodas the gold amulet =Stun= Haloregodas the gold amulet =Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +17% lightning Changes damage: +6% acid Stun/Freeze immunity: +33% Amulets can have magical properties. |
Inventory
heroism infusion of the wizard (+15 for 11 turns, die at -627) heroism infusion of the wizard (+15 for 11 turns, die at -627)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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -627 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
wild infusion of the psychic (resist 32%; cure magical) wild infusion of the psychic (resist 32%; cure magical)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 (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (resist 22%; cure mental, physical) wild infusion of the titan (resist 22%; cure mental, 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (resist 14%; cure mental, physical) wild infusion of the titan (resist 14%; cure mental, 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It& |
shielding rune of the psychic (absorb 411 for 5 turns) shielding rune of the psychic (absorb 411 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bethalaith the stralite amulet =powerful life= Bethalaith the stralite amulet =powerful life=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +11 Con Changes resistances: +21% mind Changes damage: +12% physical Physical save: +12 (+4 eff.) Confusion immunity: +37% Life regen: +3.30 Stamina each turn: +0.70 Only die when reaching: -40.00 life Maximum life: +76.00 Movement speed: +10% Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 284 strength, based on Magic) for 5 turns, 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. |
Voralaith the gold amulet Voralaith the gold amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Mag Changes resistances: +7% physical Critical mult.: +10.00% Spell save: +3 (+1 eff.) Stamina each turn: +0.40 Spell crit. chance: +1% Damage Shield penetration: +20% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying gold amulet of dexterity (+3) clarifying gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% mind Confusion immunity: +28% Amulets can have magical properties. |
insulating copper amulet of willpower (+2) insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% cold / +12% fire Amulets can have magical properties. |
steel amulet of teleportation steel amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 32), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
wanderer& wanderer&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +3 Con Blindness immunity: +15% Life regen: +0.50 Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +7 Movement speed: +10% Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Branydudir BranydudirCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +6 Cun / +6 Wil Spell save: +25 (+8 eff.) Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +25% Maximum life: +33.00 Mindpower: +8 (+3 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Erygrim the Strikesmasher Erygrim the StrikesmasherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +5% arcane Changes damage: +3% lightning Spell save: +20 (+7 eff.) Stun/Freeze immunity: +22% Life regen: +1.90 Rings can have magical properties. |
Harikalthorim HarikalthorimInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Wil / +5 Cun / +2 Con Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Yvobrenne the steel ring Yvobrenne the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +4 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
Yvovea =save= Yvovea =save=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +18 Con / +3 Wil Changes resistances: +6% temporal Changes damage: +3% arcane Physical save: +30 (+10 eff.) Spell save: +20 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +27.00 Spellpower: +4 (+1 eff.) Rings can have magical properties. |
Zubywyn the Smearshear Zubywyn the SmearshearInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +26% fire / +6% mind / +3% nature Changes damage: +13% fire Rings can have magical properties. |
gladiator& gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +5 Con Rings can have magical properties. |
gold ring &039; =life+mental+6%all= gold ring &039; =life+mental+6%all=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +1 Mag / +2 Con Changes resistances: +24% acid Changes damage: +12% acid / +6% all Mental save: +25 (+8 eff.) Life regen: +0.70 Maximum life: +67.00 Maximum hate: +2.00 Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
gold ring &039; gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% fire Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +21% Maximum life: +30.00 Rings can have magical properties. |
gold ring &039; gold ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +8 Defense: +10 (+5 eff.) Changes resistances: +24% lightning / +3% acid Changes damage: +12% lightning Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum life: +25.00 Mental crit. chance: +1% Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
mule& mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Stun/Freeze immunity: +25% Life regen: +1.30 Rings can have magical properties. |
warrior& warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
Runyvor the hardened leather belt Runyvor the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Con Changes resistances: +11% lightning / +11% temporal Maximum encumbrance: +60 A belt that goes around your waist. |
1012 alchemist agate 1012 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. |
6 onyx 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Halerig the voratun pickaxe (dig speed 18 turns) Halerig the voratun pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +8 (+3 eff.) Fatigue: -6% Changes stats: +8 Str Healing mod.: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =heart= Heart of Poosh =heart=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Umbraphage =10 light= Umbraphage =10 light=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 237.87 darkness damage (based on Mindpower and charge), 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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet 6 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ashswift the dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown) Ashswift the dwarven-steel torque of kinetic psionic shield [power 63] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight / 8 fire Changes resistances: +3% blight Changes damage: +9% blight It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Swampgrinder [power 75] (20 cooldown) Swampgrinder [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +3% nature Changes resistances penetration: +5% mind It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing &039; [power 230] (20 cooldown) dragonbone totem of healing &039; [power 230] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +18% lightning Changes resistances penetration: +5% darkness Changes damage: +12% lightning Talent granted: +3 Rushing Claws It can be used to heal a target within range 8 (based on Willpower) for 230, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Emelinn the yew wand of trap destruction [power 81] (24 cooldown) Emelinn the yew wand of trap destruction [power 81] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% temporal / +3% darkness / +9% mind Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +2 Volcano Mental save: +10 (+3 eff.) It can be used to disarm traps (81 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By North the Shalore Arcane Blade level 37
1st Haze 123rd year of Ascendancy at 03:41 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By North the Shalore Arcane Blade level 36
79th Dusk 123rd year of Ascendancy at 03:47 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By North the Shalore Arcane Blade level 40
23rd Haze 123rd year of Ascendancy at 20:47 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By North the Shalore Arcane Blade level 27
62nd Pyre 123rd year of Ascendancy at 19:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By North the Shalore Arcane Blade level 5
7th Mirth 122nd year of Ascendancy at 09:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By North the Shalore Arcane Blade level 39
19th Haze 123rd year of Ascendancy at 20:59 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By North the Shalore Arcane Blade level 32
35th Dusk 123rd year of Ascendancy at 23:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By North the Shalore Arcane Blade level 21
49th Regrowth 123rd year of Ascendancy at 03:43 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By North the Shalore Arcane Blade level 30
10th Dusk 123rd year of Ascendancy at 18:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By North the Shalore Arcane Blade level 16
3rd Haze 122nd year of Ascendancy at 01:29 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By North the Shalore Arcane Blade level 38
15th Haze 123rd year of Ascendancy at 09:31 see stats
Home sweet home (Insane (Adventure) difficulty)
24th Pyre 123rd year of Ascendancy at 12:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By North the Shalore Arcane Blade level 10
11st Dusk 122nd year of Ascendancy at 02:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By North the Shalore Arcane Blade level 20
12nd Regrowth 123rd year of Ascendancy at 00:41 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By North the Shalore Arcane Blade level 30
2nd Flare 123rd year of Ascendancy at 15:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By North the Shalore Arcane Blade level 40
20th Haze 123rd year of Ascendancy at 04:47 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By North the Shalore Arcane Blade level 19
3rd Decay 122nd year of Ascendancy at 07:22 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By North the Shalore Arcane Blade level 27
61st Pyre 123rd year of Ascendancy at 18:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By North the Shalore Arcane Blade level 26
42nd Pyre 123rd year of Ascendancy at 00:02 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By North the Shalore Arcane Blade level 39
19th Haze 123rd year of Ascendancy at 23:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By North the Shalore Arcane Blade level 9
8th Dusk 122nd year of Ascendancy at 09:07 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By North the Shalore Arcane Blade level 37
14th Haze 123rd year of Ascendancy at 02:55 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By North the Shalore Arcane Blade level 7
1st Dusk 122nd year of Ascendancy at 09:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By North the Shalore Arcane Blade level 24
24th Pyre 123rd year of Ascendancy at 17:04 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By North the Shalore Arcane Blade level 17
28th Haze 122nd year of Ascendancy at 11:21 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By North the Shalore Arcane Blade level 39
20th Haze 123rd year of Ascendancy at 02:31 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By North the Shalore Arcane Blade level 36
77th Dusk 123rd year of Ascendancy at 14:47 see stats
Log
Orc corruptor&DARK_GREENLASTLAST039;s blight area effect hits North for (38 absorbed), 0 blight (0 total damage).
Talent Dirty Fighting is ready to use.
Weakness Disease from Orc corruptor hits North for (25 absorbed), 0 blight (0 total damage).
Rush is still on cooldown for 8 turns.
North casts Phase Door.
Select a target to teleport...
Select a teleport location...
Xerama the orc high cryomancer uses Switch Place.
Xerama the orc high cryomancer performs a melee critical strike against North!
Xerama the orc high cryomancer resists the mind attack!
Xerama the orc high cryomancer performs a melee critical strike against North!
Your shield crumbles under the damage!
The shield around North crumbles.
Xerama the orc high cryomancer resists the mind attack!
Xerama the orc high cryomancer tries to evade attacks.
Xerama the orc high cryomancer hits North for (12 absorbed), 0 cold, (11 absorbed), 0 temporal, (36 absorbed), 0 darkness, (9 absorbed), 0 lightning, (2 absorbed), 34 darkness (34 total damage).
North hits Xerama the orc high cryomancer for 9 lightning, 5 darkness, 5 light, 33 physical, 2 mind, 20 temporal, 9 lightning, 5 darkness, 5 light, 33 physical, 2 mind, 20 temporal (149 total damage).
Orc corruptor&fbd578LASTDARK_GREENLASTLASTLASTTalent Rune: Reflection Shield is ready to use.
Weakness Disease from Orc corruptor hits North for 25 blight damage.
Something performs a melee critical strike against North!
North is recovering from the damage!
North casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
North resists the stunning strike!
Something performs a melee critical strike against North!
Saving game...
