










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.6Donators/Buyers bonus! Steamtech UI 1.1.4 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
Campaign | Maj'Eyal |
Mode | Normal Semi-Roguelike (mild) |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 829% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 64 (base 40) |
Constitution | 61 (base 19) |
Magic | 128 (base 60) |
Willpower | 90 (base 60) |
Cunning | 75 (base 40) |
Resources
Life | 894/894 |
Mana | 398/398 |
Healing Factor | 1.4949470706755 |
Regeneration | 24.292889898477 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46.20512205326% |
Spell | 0% |
Global | +130.07221286943% |
Vision
Sight | 11 |
Lite | 13 |
Infravision | 2 |
See Stealth | 34.230025474465 |
See Invisible | 71.694046694875 |
Offense: Mainhand
Damage | 52 |
Accuracy | 41 |
Crit Chance | 28% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 89 |
Crit Chance | 42% |
Speed | 1 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +40% |
Lightning | +107% |
Light | +27% |
Nature | +30% |
Blight | +32% |
Arcane | +21% |
Cold | +50% |
All | +12% |
Offense: Damage Penetration
Lightning | +75% |
Physical | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 44 (30%) |
Defense | 76 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 66 |
Mental Save | 50 |
Defense: Resistances
Blight | + 48%( 70%) |
Arcane | + 63%( 70%) |
Cold | + 70%( 70%) |
All | + 16%( 70%) |
Lightning | + 55%( 70%) |
Light | + 32%( 70%) |
Physical | + 8%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 66%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 77% |
Poison Resistance | 18% |
Blind Resistance | 48% |
Silence Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 100% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 1017 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1762% for 10 turns (441 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 273 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Arcane Power |
talent | Phantasmal Shield |
talent | Thunderstorm |
talent | Disruption Shield |
talent | Tempest |
talent | Aether Permeation |
talent | Spellcraft |
talent | Essence of Speed |
talent | Shielding |
talent | Feather Wind |
detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the temporal explorer from death by Roisin. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Cultist. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1405. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vial of fire wyrm saliva. * You've found the needed snow giant kidney. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +6 Mag ----- def ----- Armour +5 Silence- +39% Confus- +38% Stun/Frz- +31% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Ego++] Master/Psionic While equipped: ----- def ----- Defense +10 (+2 eff.) Phys.save +14 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +18 (+6 eff.) Blind- +33% Confus- +19% ---------- misc Light +10 See.Stealth +15 See.Invis +13 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Wil +8 Con dps ---------- Phys.crit +4.0% Spell.pwr +25 (+5 eff.) Dmg.mod +12% blight +20% cold +18% physical ----- def ----- Defense +3 (+0 eff.) Resists +12% blight +30% cold ---------- misc Max.mana +60.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 1186 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 27 cooldown 100% to heal for 62. 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +8 (+2 eff.) Resists +10% blight +3% fire +11% nature +3% darkness HP.reg +5.00 Poison- +18% Disease- +18% Stun/Frz- +31% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +10 Cun dps ---------- Melee+ 19 physical Ranged+ 16 physical Dmg.mod +33% lightning +18% cold +15% light Melee Ret 4 lightning On Hit (Melee): * 17% chance to reduce all saves and defense by 30 On Hit (Ranged): * 17% chance to reduce all saves and defense by 30 ----- def ----- Resists +36% lightning +36% cold +6% light ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +11 Defense +13 (+3 eff.) Phys.save +17 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+5 eff.) Melee+ 25 fire Dmg.mod +18% nature +30% lightning Res.pen +15% physical ----- def ----- Resists +27% fire HP.reg +4.00 Silence- +20% Confus- +20% Teleport- +20% ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Wil ----- def ----- Armour +10 Defense +13 (+3 eff.) Resists +13% light +16% blight +19% fire +14% nature +25% cold Crit.chn- 15.00% Stealth +11 HP.reg +7.00 Heal.mod +16% ---------- misc Light +1 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +30 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd 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 1246 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 571.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Spell.pwr +11 (+2 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +9% blight +11% fire ----- def ----- Mind.save +11 (+3 eff.) Confus- +17% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Res.Cap +7% all Phys.save +16 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+2 eff.) Apr +15 ----- def ----- Armour +6 Defense +8 (+2 eff.) Res.Cap +5% all Phys.save +21 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +9 Str ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +8% darkness +6% temporal +6% light +6% physical Acc +8 (+2 eff.) Apr +16 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +15% temporal +12% light +9% cold +5% arcane +6% nature Mind.save +3 (+1 eff.) HP.reg +7.00 Heal.mod +15% Cut- +20% Disarm- +20% Stun/Frz- +44% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con +10 Mag dps ---------- Phys.crit +3.0% Crit.mult +10.00% Dmg.mod +20% light +3% physical Res.pen +20% darkness Acc +17 (+5 eff.) Apr +17 ----- def ----- Defense +14 (+3 eff.) Resists +40% light Spell.save +20 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) Acc +14 (+4 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +11 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +11 (+5 eff.) ----- def ----- Max.HP +75.00 HP.reg +14.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Max.HP +82.00 HP.reg +20.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +17% darkness ----- def ----- Resists +34% darkness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +11 Cun +5 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 19 physical Ranged+ 10 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 30 On Hit (Ranged): * 14% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Wil dps ---------- Acc +10 (+3 eff.) Apr +12 ----- def ----- Defense +11 (+2 eff.) Mind.save +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +18% blight ----- def ----- Resists +18% blight Spell.save +16 (+4 eff.) ---------- misc Max.stam +27.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +16% cold ----- def ----- Resists +32% cold Spell.save +10 (+3 eff.) ---------- misc Max.stam +26.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+4 eff.) Max.HP +67.00 HP.reg +16.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Psionic While equipped: Stats +12 Cun +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) Melee+ 25 physical Ranged+ 13 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 30 On Hit (Ranged): * 15% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 18 physical Ranged+ 35 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 30 On Hit (Ranged): * 12% chance to reduce all saves and defense by 30 ----- def ----- Resists +11% nature +13% blight Poison- +16% Disease- +14% ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +10.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +20% acid +18% fire +17% lightning +16% cold Rings make your fingers look great! |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +13 Mag +14 Wil +5 Cun +3 Con dps ---------- Spell.crit +9% Spell.pwr +23 (+4 eff.) S.pwr/crit +6 Dmg.mod +6% physical +16% light +25% darkness Apr +1 ----- def ----- Defense +5 (+1 eff.) Resists +9% blight +13% all Mind.save +6 (+2 eff.) Silence- +31% ---------- misc Mana/turn +0.28 Psi/turn +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +6 Dex +6 Cun +5 Con dps ---------- Res.pen +25% lightning +20% physical Acc +8 (+2 eff.) Apr +10 ----- def ----- Defense +3 (+0 eff.) Resists +18% acid +9% light +9% darkness Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +3% mind Poison- +10% Knockbk- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+6 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+1 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+4 eff.) ----- def ----- Mind.save +11 (+3 eff.) ---------- misc Light +5 See.Stealth +21 See.Invis +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +7% temporal +11% light +8% cold Affinity +5% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 259.73 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) Apr +4 ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 238 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Acc +15 (+5 eff.) Melee Ret 6 light ----- def ----- Armour +16 Defense +30 (+6 eff.) Die.at -80.00 life Blast the opponent's mind dealing 532 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 691 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Roisin the Higher Archmage level 33
74th Pyre 124th year of Ascendancy at 05:23 see stats
By Roisin the Higher Archmage level 49
48th Dusk 125th year of Ascendancy at 17:35 see stats
By Roisin the Higher Archmage level 37
67th Dusk 124th year of Ascendancy at 20:14 see stats
By Roisin the Higher Archmage level 43
10th Pyre 125th year of Ascendancy at 22:00 see stats
By Roisin the Higher Archmage level 35
10th Dusk 124th year of Ascendancy at 02:39 see stats
By Roisin the Higher Archmage level 34
4th Dusk 124th year of Ascendancy at 13:02 see stats
By Roisin the Higher Archmage level 43
6th Flare 125th year of Ascendancy at 15:18 see stats
By Roisin the Higher Archmage level 15
41st Haze 122nd year of Ascendancy at 23:12 see stats
By Roisin the Higher Archmage level 50
62nd Dusk 125th year of Ascendancy at 17:58 see stats
By Roisin the Higher Archmage level 34
4th Dusk 124th year of Ascendancy at 22:47 see stats
By Roisin the Higher Archmage level 44
6th Flare 125th year of Ascendancy at 16:48 see stats
By Roisin the Higher Archmage level 23
20th Dusk 123rd year of Ascendancy at 18:42 see stats
By Roisin the Higher Archmage level 19
12nd Pyre 123rd year of Ascendancy at 23:08 see stats
By Roisin the Higher Archmage level 32
2nd Allure 124th year of Ascendancy at 11:24 see stats
By Roisin the Higher Archmage level 50
12nd Haze 125th year of Ascendancy at 07:16 see stats
By Roisin the Higher Archmage level 50
1st Time of Equilibrium 125th year of Ascendancy at 09:55 see stats
By Roisin the Higher Archmage level 33
1st Flare 124th year of Ascendancy at 01:31 see stats
By Roisin the Higher Archmage level 10
8th Flare 122nd year of Ascendancy at 03:07 see stats
By Roisin the Higher Archmage level 20
14th Pyre 123rd year of Ascendancy at 00:14 see stats
By Roisin the Higher Archmage level 30
63rd Haze 123rd year of Ascendancy at 00:10 see stats
By Roisin the Higher Archmage level 40
50th Haze 124th year of Ascendancy at 05:51 see stats
By Roisin the Higher Archmage level 50
50th Dusk 125th year of Ascendancy at 02:46 see stats
By Roisin the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:36 see stats
By Roisin the Higher Archmage level 50
76th Dusk 125th year of Ascendancy at 04:16 see stats
By Roisin the Higher Archmage level 50
3rd Haze 125th year of Ascendancy at 11:01 see stats
By Roisin the Higher Archmage level 41
77th Regrowth 125th year of Ascendancy at 16:55 see stats
By Roisin the Higher Archmage level 45
18th Dusk 125th year of Ascendancy at 02:18 see stats
By Roisin the Higher Archmage level 18
25th Regrowth 123rd year of Ascendancy at 13:39 see stats
By Roisin the Higher Archmage level 35
5th Dusk 124th year of Ascendancy at 02:31 see stats
By Roisin the Higher Archmage level 50
62nd Dusk 125th year of Ascendancy at 04:15 see stats
By Roisin the Higher Archmage level 18
29th Regrowth 123rd year of Ascendancy at 12:15 see stats
By Roisin the Higher Archmage level 38
4th Haze 124th year of Ascendancy at 10:44 see stats
By Roisin the Higher Archmage level 28
30th Haze 123rd year of Ascendancy at 23:39 see stats
By Roisin the Higher Archmage level 19
11st Pyre 123rd year of Ascendancy at 19:34 see stats
By Roisin the Higher Archmage level 30
67th Haze 123rd year of Ascendancy at 03:37 see stats
Log
You gain 9.57 gold from the transmogrification of lifebinding dragonbone starstaff of protection (136% power, 6 apr, physical element).
You gain 11.17 gold from the transmogrification of infernal dragonbone magestaff of fate (136% power, 6 apr, cold element).
You gain 4.69 gold from the transmogrification of treant's voratun ring.
You gain 0.56 gold from the transmogrification of teleportation rune (range 44; cd 18).
There is a collapsing hidden vault here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a collapsing hidden vault here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
--------------------------------
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
--------------------------------
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The furious lightning storm around Roisin calms down and disappears.