Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! magebow class v18 1.3.1Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.2.1This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 105 / 30% |
Size | medium |
Lifes / Deaths | Killed by Mizorah at level 17 on the 3rd Dusk 122nd year of Ascendancy at 13:28 / 23Killed by storm drake at level 19 on the 3rd Dusk 122nd year of Ascendancy at 21:15 Killed by storm drake hatchling at level 23 on the 3rd Dusk 122nd year of Ascendancy at 23:11 Killed by Arylewyn the storm drake at level 30 on the 4th Dusk 122nd year of Ascendancy at 08:52 Killed by storm wyrm at level 31 on the 4th Dusk 122nd year of Ascendancy at 14:16 Killed by Xerebrena the storm drake hatchling at level 32 on the 5th Dusk 122nd year of Ascendancy at 05:32 Killed by corrosive seed at level 32 on the 5th Dusk 122nd year of Ascendancy at 14:14 Killed by Belykira the giant ice ant at level 32 on the 7th Dusk 122nd year of Ascendancy at 07:24 Killed by Lisumina the elven blood mage at level 36 on the 37th Dusk 122nd year of Ascendancy at 12:52 Killed by Mizorah at level 36 on the 37th Dusk 122nd year of Ascendancy at 14:12 Killed by Bethulaith the mean looking elven guard at level 41 on the 38th Dusk 122nd year of Ascendancy at 03:42 Killed by Aerynne the cutpurse at level 57 on the 42nd Dusk 122nd year of Ascendancy at 15:02 Killed by Mizorah at level 57 on the 42nd Dusk 122nd year of Ascendancy at 16:25 Killed by Miir the shalore at level 59 on the 63rd Dusk 122nd year of Ascendancy at 10:14 Killed by Ilbry the halfling at level 59 on the 63rd Dusk 122nd year of Ascendancy at 11:38 Killed by Miir the shalore at level 59 on the 63rd Dusk 122nd year of Ascendancy at 13:31 Killed by Allonear the human at level 59 on the 17th Haze 122nd year of Ascendancy at 13:56 Killed by Layysera the umber hulk at level 61 on the 6th Decay 122nd year of Ascendancy at 08:58 Killed by war hound at level 69 on the 6th Decay 122nd year of Ascendancy at 16:36 Killed by Ivunn the greater teluvorta at level 105 on the 9th Decay 122nd year of Ascendancy at 00:03 Killed by Ivunn the greater teluvorta at level 105 on the 9th Decay 122nd year of Ascendancy at 02:43 Killed by Ivunn the greater teluvorta at level 105 on the 9th Decay 122nd year of Ascendancy at 04:33 Killed by Mizorah at level 105 on the 9th Decay 122nd year of Ascendancy at 07:17 |
Primary Stats
Strength | 39 (base 34) |
Dexterity | 42 (base 24) |
Constitution | 120 (base 100) |
Magic | 145 (base 100) |
Willpower | 120 (base 100) |
Cunning | 146 (base 100) |
Resources
Life | -293/2153 |
Mana | 1208/1261 |
Positive | 0/362 |
Healing Factor | 0.95 |
Regeneration | 2.7075 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -39.497057604488% |
Spell | 0% |
Global | +198.80140998262% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 17 |
See Stealth | 59.249978518834 |
See Invisible | 109.92730623296 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 107 |
Accuracy | 43 |
Crit Chance | 78% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 103.73027006498 |
Crit Chance | 76% |
Speed | 1 |
Offense: Mind
Mindpower | 71.1 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 64.792910568015 (55%) |
Defense | 80.522761193768 |
Ranged Defense | 92.049149100517 |
Fatigue | 0 |
Physical Save | 62.4125 |
Spell Save | 71.9375 |
Mental Save | 82.42 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 24% |
Bleed Resistance | 10% |
Confusion Resistance | 55% |
Knockback Resistance | 26% |
Stun Resistance | 24% |
Poison Resistance | 10% |
Blind Resistance | 76% |
Inscriptions (3/3)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 563 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1693% over 10 turns and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
Spell / Temporal | 1.30 |
| 5/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Spell / Air | 1.50 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Arcane | 1.50 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Phantasm | 1.40 |
| 1/5 |
| 10/5 |
| 3/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 10/5 |
| 5/5 |
| 10/5 |
| 0/5 |
Spell / Storm | 1.50 |
| 10/5 |
| 6/5 |
| 9/5 |
| 10/5 |
Spell / Water | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Fire | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 10/5 |
| 9/5 |
| 10/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 10/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Stone alchemy | 0.80 |
| 9/5 |
| 9/5 |
| 1/5 |
| 9/5 |
Spell / Divination | 1.30 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 10/5 |
| 9/5 |
| 10/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Thunderstorm |
talent | Feather Wind |
talent | Tempest |
talent | Arcane Power |
talent | Essence of Speed |
talent | Shielding |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +1. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 Possessed. | 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. | 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of greater demon bile. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Runukath the Sunvortex (0 def, 5 armour) Runukath the Sunvortex (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight Changes stats: +2 Mag / +6 Wil / +5 Con Changes resistances: +14% cold / +15% fire Changes resistances penetration: +10% blight / +10% physical / +15% light Changes damage: +6% blight Maximum mana: +100.00 Mindpower: +7 (+2 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Noonwar NoonwarPowered by arcane forces Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Defense: +29 (+6 eff.) Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 80 fire / 28 mind / 16 light Changes stats: +20 Cun / +16 Mag Changes resistances: +9% blight / +29% fire Changes resistances penetration: +14% all Changes damage: +12% blight / +6% mind Physical save: +33 (+8 eff.) Spell save: +40 (+10 eff.) Mental save: +52 (+10 eff.) Blindness immunity: +50% Confusion immunity: +30% Spellpower: +33 (+6 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +12% Light radius: +0 Infravision radius: +17 See stealth: +24 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 5.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 8 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 | eldritch elven-silk wizard hat of decomposition (3 def, 0 armour) eldritch elven-silk wizard hat of decomposition (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +8% acid / +7% blight / +8% cold / +8% darkness Mana each turn: +3.00 Mana when hit: +2.80 Maximum mana: +103.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Singevortex [power 136] (20 cooldown) Singevortex [power 136] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Str / +6 Mag / +1 Wil Changes resistances: +3% fire Changes damage: +3% fire Grants telepathy: Dragon Humanoid/Orc Talents granted: +5 Strike +9 Volcano It can be used to disarm traps (136 disarm power, Magic) along a range 5 line, putting all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Around waist | rough leather belt 'Glowterror' rough leather belt 'Glowterror'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 42% chance to blind Changes stats: +3 Str / +3 Dex / +5 Wil / +3 Cun / +2 Con Changes resistances: +7% lightning / +10% temporal / +6% light Changes resistances penetration: +8% physical Changes damage: +9% physical Reduced damage from: +19% Summoned Critical mult.: +6.00% Stealth bonus: +7 Maximum encumbrance: +10 Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +26 (+5 eff.) Only die when reaching: -20.00 life Maximum life: +52.00 Mindpower: +4 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
In main hand | Ragizilatar the Magmawinter (30-36 power, 6 apr, cold element) Ragizilatar the Magmawinter (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +28.0% Defense: +23 (+5 eff.) Effects on melee hit: * 18% chance to disease Damage (Melee): 89 arcane / 12 % chance of confusion Changes stats: +1 Dex / +12 Mag / +2 Wil / +10 Cun / +10 Con Changes resistances penetration: +15% acid / +20% fire Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +15 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.40 Vim when firing critical spell: +13.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +327.00 Maximum vim: +76.00 Maximum neg.energy: +42.00 Spellpower: +50 (+8 eff.) Spell crit. chance: +13% See invisible: +3 Damage Shield penetration: +43% Staves designed for wielders of magic, by the greats of the art. |
On hands | radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 58, based on Cunning and Magic) for 10 turns, costing 25 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cloak | Cyrobeth (3 def, 0 armour) Cyrobeth (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +19 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +2 Mag / +6 Wil / +4 Cun Changes resistances penetration: +10% blight Changes damage: +12% acid Critical mult.: +30.00% Reduces incoming crit damage: 10.00% Stealth bonus: +15 Maximum encumbrance: +30 Physical save: +6 (+2 eff.) Spell save: +14 (+4 eff.) Maximum life: +10.00 Maximum mana: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Yvadathra the Taintward Yvadathra the TaintwardInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +3 Con Changes resistances: +14% lightning / +14% temporal / +14% light / +14% darkness / +2% physical Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Mental save: +26 (+5 eff.) Blindness immunity: +26% Poison immunity: +10% Cut immunity: +10% Confusion immunity: +25% Pinning immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +26% Life regen: +2.60 Maximum life: +40.00 Amulets can have magical properties. |
Inventory
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 (+1 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... |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 424 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Tuhir the Scumpride Tuhir the ScumprideInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 52% Damage when hit (Melee): 8 mind / 8 nature Changes stats: +4 Wil / +2 Con Changes resistances: +27% nature Changes damage: +15% nature Rings can have magical properties. |
copper ring of light (+24%) copper ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Amarastir the Radiancesage (42-63 power, 3 apr) Amarastir the Radiancesage (42-63 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20% chance to gain 10% of a turn * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +33 cold / +24 light Burst (radius 1) on hit: +8 light / +8 temporal Damage against: +35% Undead When wielded/worn: Accuracy: +19 (+6 eff.) Changes stats: +7 Dex / +1 Mag Changes resistances penetration: +38% mind / +35% darkness Changes damage: +12% light Critical mult.: +5.00% Spell save: +12 (+3 eff.) Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 110.50 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Aeravena the Stokereek (21-25.2 power, 7 apr, acid element) Aeravena the Stokereek (21-25.2 power, 7 apr, acid element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 21.0 - 25.2 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +34 (+11 eff.) Armour penetration: +3 Physical crit. chance: +37.0% Physical power: +36 (+16 eff.) Armour: +10 Armour Hardiness: +12% Defense: +23 (+5 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 7 % chance of confusion Changes stats: +1 Dex / +2 Mag / +3 Wil / +6 Con Changes resistances: +6% fire Changes damage: +15% acid / +9% fire Talent granted: +1 Command Staff Critical mult.: +52.00% Physical save: +22 (+5 eff.) Life regen: +1.10 Maximum mana: +50.00 Spellpower: +50 (+8 eff.) Spell crit. chance: +14% Light radius: +4 Healing mod.: +18% Damage Shield penetration: +25% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.8 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 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 181.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
Brodithel (28-33.6 power, 4 apr, fire element) Brodithel (28-33.6 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 28.0 - 33.6 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes damage: +28% fire Talent granted: +1 Command Staff Equilibrium when hit: +0.08 Maximum hate: +8.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Staves designed for wielders of magic, by the greats of the art. |
Eilinawyn the elm vilestaff (14-16.8 power, 4 apr, fire element) Eilinawyn the elm vilestaff (14-16.8 power, 4 apr, fire element)Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 14.0 - 16.8 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+1 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +10 Con Changes resistances: +7% darkness / +7% temporal Changes damage: +9% mind / +14% fire Talent granted: +1 Command Staff Critical mult.: +27.00% Physical save: +26 (+6 eff.) Life regen: +1.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +10.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +1% Light radius: +3 Healing mod.: +28% Defense after a teleport: +10 Resist all after a teleport: +8% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +13 It can be used to conjure elemental energy in a radius 2 cone, dealing 84.68 - 101.62 fire damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Salabretha the Sulfurvein (30-36 power, 6 apr, light element) Salabretha the Sulfurvein (30-36 power, 6 apr, light 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. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 nature Burst (radius 1) on hit: +12 mind / +4 nature When wielded/worn: Physical crit. chance: +13.0% Defense: +10 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 36 arcane Changes stats: +4 Wil / +4 Mag Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +191.00 Spellpower: +31 (+5 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.4 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 133.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
Sewerstreaker the ash magestaff (15-18 power, 3 apr, arcane element) Sewerstreaker the ash magestaff (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 43% Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +3 Wil / +3 Mag Changes resistances: +3% fire Maximum wards: +2 fire / +2 arcane / +2 nature Changes resistances penetration: +2% fire / +4% nature / +8% arcane Changes damage: +3% fire / +15% arcane / +9% nature Talents granted: +1 Command Staff +3 Ward Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +40.00 Spellpower: +44 (+7 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 86.36 - 103.63 arcane damage in a radius 3 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Shard of Wintertide (30-36 power, 5 apr, physical element) Shard of Wintertide (30-36 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 170% Mag Damage type: Ice Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+3 eff.) Spell crit. chance: +7% This giant icicle shines with a gentle lunar radiance. |
Swampdredge (42-50.4 power, 6 apr, darkness element) Swampdredge (42-50.4 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 45 arcane Damage when hit (Melee): 4 fire Changes stats: +2 Wil Changes resistances: +15% temporal / +15% darkness / +12% nature Changes resistances penetration: +10% nature / +20% fire Changes damage: +30% light / +30% temporal / +42% darkness / +30% physical Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +204.00 Spellpower: +46 (+8 eff.) Spell crit. chance: +20% Defense after a teleport: +35 Resist all after a teleport: +18% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +24 It can be used to conjure elemental energy in a radius 10 cone, dealing 119.87 - 143.84 darkness damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Fulasavor' (15-18 power, 3 apr, darkness element) ash vilestaff 'Fulasavor' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Armour Hardiness: +6% Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 27 arcane Changes stats: +3 Mag / +3 Wil / +1 Con Changes resistances: +9% lightning / +9% cold / +8% darkness Changes resistances penetration: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Cut immunity: +5% Stun/Freeze immunity: +20% Mana each turn: +0.20 Only die when reaching: -60.00 life Maximum mana: +167.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gilygund' (1 def, 20 armour) linen cloak 'Gilygund' (1 def, 20 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +20 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +5 Mag / +5 Wil / +2 Cun Changes resistances: +9% acid / +28% cold / +34% darkness / +28% temporal Maximum encumbrance: +70 Physical save: +20 (+5 eff.) Spell save: +7 (+2 eff.) Pinning immunity: +5% Stun/Freeze immunity: +10% Maximum mana: +48.00 Spell crit. chance: +5% Defense after a teleport: +28 Resist all after a teleport: +22% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polyda the Duathelrot (16 def, 4 armour) Polyda the Duathelrot (16 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +16 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +6 Str / +7 Mag / +5 Wil / +6 Cun Changes resistances: +11% lightning / +12% cold / +6% darkness / +9% acid Changes resistances penetration: +5% darkness / +15% acid Changes damage: +13% lightning / +10% physical / +14% cold / +3% acid Critical mult.: +19.00% Physical save: +21 (+5 eff.) Spell save: +25 (+6 eff.) Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.10 Spell / Water +0.20 Technique / Flowing path Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Glodawen (0 def, 10 armour) Glodawen (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +4 Wil / +4 Con Changes resistances: +19% acid / +10% lightning / +18% fire / +5% arcane / +21% cold Changes resistances penetration: +15% arcane / +7% physical Changes damage: +12% acid Silence immunity: +29% Confusion immunity: +34% Stun/Freeze immunity: +33% Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zuboda the Obsidianglamour (0 def, 15 armour) Zuboda the Obsidianglamour (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -6% Effects on melee hit: * 15% chance to inflict damage reduction * 30% chance to corrode armour Changes stats: +4 Str / +4 Mag / +4 Wil / +4 Con Changes resistances: +14% acid / +29% fire / +30% cold / +15% lightning Changes resistances penetration: +15% acid Changes damage: +12% darkness / +21% blight Maximum encumbrance: +39 Physical save: +11 (+3 eff.) Spellpower: +6 (+1 eff.) Movement speed: +20% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 13 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Noonoblivion (0 def, 3 armour) Noonoblivion (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +3 Damage (Melee): 13 lightning / 12 fire / 13 nature Damage when hit (Melee): 4 lightning / 12 light Changes stats: +3 Cun / +5 Con Changes resistances: +5% lightning / +9% fire / +7% nature / +11% darkness Changes resistances penetration: +5% light Changes damage: +9% lightning / +9% fire / +9% nature / +6% light Physical save: +17 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +48% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Scaldshaper' (4 def, 1 armour) iron gauntlets 'Scaldshaper' (4 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 7 mind Changes stats: +9 Str / +3 Dex / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% fire / +6% mind / +15% nature Changes damage: +4% mind Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +32 (+8 eff.) Disarm immunity: +41% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloriyana the voratun helm (0 def, 16 armour) Gloriyana the voratun helm (0 def, 16 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +17 (+8 eff.) Armour: +16 Fatigue: +5% Changes stats: +21 Str / +18 Dex / +23 Wil / +5 Cun / +4 Con Changes resistances: +39% lightning / +15% temporal / +18% acid / +27% fire / +13% blight / +15% cold / +9% mind / +15% physical Physical save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Cut immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Mindpower: +6 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of strength (+3) (0 def, 1 armour) insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% cold / +5% fire A cap made of leather. |
rough leather cap 'Prismstinger' (2 def, 5 armour) rough leather cap 'Prismstinger' (2 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to blind Changes stats: +6 Str / +6 Dex Changes resistances: +6% lightning / +2% physical / +3% light / +7% cold / +7% nature / +7% fire Changes resistances penetration: +10% light Spell save: +4 (+1 eff.) Blindness immunity: +5% Stamina when hit: +1.20 Equilibrium when hit: +1.00 Maximum life: +47.00 Healing mod.: +14% A cap made of leather. |
reinforced leather armour 'Gleamlady' (4 def, 7 armour) reinforced leather armour 'Gleamlady' (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+11 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 13 fire Changes stats: +11 Str / +1 Dex / +7 Mag / +16 Wil / +10 Cun / +2 Con Changes resistances: +18% lightning / +26% temporal / +26% acid / +46% fire / +9% arcane / +27% cold Changes damage: +9% light Spell save: +22 (+6 eff.) Mental save: +21 (+4 eff.) Spellpower: +22 (+4 eff.) Spell crit. chance: +9% Mindpower: +22 (+6 eff.) Mental crit. chance: +9% Light radius: +3 A suit of armour made of leather. |
Amiyaromirath the Thunderkill (10 def, 12 armour) Amiyaromirath the Thunderkill (10 def, 12 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 12 temporal Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances: +25% lightning / +7% physical / +9% blight / +7% cold / +25% acid / +7% fire Changes damage: +3% blight / +30% temporal / +6% lightning Talent cooldown: Rush (-5 turns) Mental save: +13 (+3 eff.) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Life regen: +4.30 Maximum life: +153.00 Healing mod.: +42% A suit of armour made of metal plates. |
Duvyrion the Lavaspire (9 def, 22 armour) Duvyrion the Lavaspire (9 def, 22 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes stats: +9 Cun / +9 Wil Changes resistances: +15% acid / +10% physical / +15% cold / +30% lightning / +6% fire Changes resistances penetration: +20% fire Allows you to breathe in: water Physical save: +25 (+6 eff.) Mental save: +21 (+4 eff.) Life regen: +3.70 Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum life: +160.00 Maximum hate: +4.00 Mental crit. chance: +4% Healing mod.: +28% A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Zegobers (8 def, 2 armour, 76.5 block) Zegobers (8 def, 2 armour, 76.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 16 acid Changes resistances: +9% acid / +24% cold / +6% mind / +3% temporal Changes damage: +9% blight / +9% mind Talent granted: +3 Block Handheld deflection devices. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate 58 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. |
onyx 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven iron pickaxe (dig speed 30 turns) dwarven iron pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 40 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% fire / +6% arcane / +6% cold Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 35 power out of 70/70) : Effective talent level: 2.0 Power cost: 35 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 61.15 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Rainsmash' brass lantern 'Rainsmash'Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +6% darkness Changes resistances penetration: +6% all Changes damage: +6% light Damage affinity(heal): +5% light Mental save: +16 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +5 See stealth: +8 See invisible: +7 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Sun Flare, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 81.25 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (2/2) Rod of Annulment (2/2)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 15 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (4/4) Rod of Recall (4/4)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 99 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Zubobrevea the iron torque of charged psionic shield [power 77] (26 cooldown) Zubobrevea the iron torque of charged psionic shield [power 77] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Str Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Psi each turn: +0.19 Mana when firing critical spell: +1.00 Maximum mana: +20.00 See invisible: +6 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 77 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
11 amethyst 11 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Shadehunger the ash wand of firewall [power 181] (5 cooldown) Shadehunger the ash wand of firewall [power 181] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +9% mind Changes resistances penetration: +5% mind It can be used to creates a wall of flames lasting for 4 turns (dam 181 overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mizorah the Cornac Archmage level 32
7th Dusk 122nd year of Ascendancy at 04:52 see stats
By Mizorah the Cornac Archmage level 59
20th Haze 122nd year of Ascendancy at 23:07 see stats
By Mizorah the Cornac Archmage level 84
7th Decay 122nd year of Ascendancy at 07:24 see stats
By Mizorah the Cornac Archmage level 10
2nd Dusk 122nd year of Ascendancy at 18:04 see stats
By Mizorah the Cornac Archmage level 20
3rd Dusk 122nd year of Ascendancy at 22:48 see stats
By Mizorah the Cornac Archmage level 30
4th Dusk 122nd year of Ascendancy at 07:38 see stats
By Mizorah the Cornac Archmage level 40
38th Dusk 122nd year of Ascendancy at 00:04 see stats
By Mizorah the Cornac Archmage level 50
39th Dusk 122nd year of Ascendancy at 01:32 see stats
By Mizorah the Cornac Archmage level 4
74th Pyre 122nd year of Ascendancy at 18:07 see stats
By Mizorah the Cornac Archmage level 59
43rd Dusk 122nd year of Ascendancy at 04:15 see stats
By Mizorah the Cornac Archmage level 99
8th Decay 122nd year of Ascendancy at 09:11 see stats
By Mizorah the Cornac Archmage level 59
6th Decay 122nd year of Ascendancy at 05:15 see stats
By Mizorah the Cornac Archmage level 59
68th Haze 122nd year of Ascendancy at 03:23 see stats
Log
Mizorah is surging arcane power.
Mizorah casts Aether Beam.
Mizorah's spell attains critical power!
Mizorah is recovering from the damage!
Mizorah's Fireflash hits Mizorah for (26 resist armour), 1519 fire (1519 total damage).
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Talent Fireflash is ready to use.
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Mizorah receives 76 healing.
Mizorah has finished recovering.
Mizorah casts Fireflash.
Mizorah's spell attains critical power!
Saving game...