









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Auto-explore and Rest 1.6.5Quality 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. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Corruptor |
Level / Exp | 26 / 90% |
Size | small |
Lifes / Deaths | Killed by Waia the halfling at level 9 on the 78th Dusk 122nd year of Ascendancy at 04:28 0 / 7Killed by worm that walks at level 21 on the 51st Regrowth 123rd year of Ascendancy at 05:13 Killed by worm that walks at level 22 on the 51st Regrowth 123rd year of Ascendancy at 15:11 Killed by Liseldalaith the elven guard at level 25 on the 63rd Regrowth 123rd year of Ascendancy at 14:24 Killed by Eilinolle the elven cultist at level 25 on the 65th Regrowth 123rd year of Ascendancy at 07:03 Killed by Glorolaith the mean looking elven guard at level 25 on the 65th Regrowth 123rd year of Ascendancy at 09:10 Killed by Isliranne the ogre guard at level 26 on the 69th Regrowth 123rd year of Ascendancy at 08:09 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 49 (base 50) |
Magic | 60 (base 57) |
Willpower | 28 (base 13) |
Cunning | 16 (base 10) |
Resources
Life | -60/529 |
Vim | 26/140 |
Healing Factor | 1.2671232876713 |
Regeneration | 28.193493150686 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +133.72307323196% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 2 |
Offense: Mainhand
Damage | 23 |
Accuracy | 11 |
Crit Chance | 3% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Darkness | +18% |
Temporal | +8% |
Blight | +10% |
Cold | +19% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +10% |
Blight | +10% |
Physical | +5% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 25 |
Mental Save | 25 |
Defense: Resistances
Darkness | + 43%( 70%) |
Nature | + 24%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 33%( 70%) |
Fire | + 33%( 70%) |
Cold | + 29%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 52% |
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 14% |
Silence Resistance | 17% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 3 turns and blocking 51 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
talent | Flame of Urh'Rok |
talent | Overkill |
talent | Dark Ritual |
talent | Bone Shield |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 8. 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 |
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 grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed hummerhorn wing. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 sandworm tooth. * You've found the needed length of troll intestine. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Tendil the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2(-) Con / +3(-) Wil Changes resistances penetration: +5%(-) physical Reduces incoming crit damage: 10.00% (-) Physical save: +3 (+1 eff.) (-) Pinning immunity: +10% (-) Stun/Freeze immunity: +20% (-) Only die when reaching: -60.00 life (-) Mindpower: +4 (+2 eff.) (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() thaloren hardened leather cap of knowledge (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +2(-) Cun / +6(-) Wil Changes resistances: +7%(-) blight Mental save: +8 (+4 eff.) (-) Mindpower: +4 (+2 eff.) (-) A cap made of leather. |
Tool | ![]() piercing yew wand of shielding [power 230] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% 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 | ![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-3 eff.) (-) You heal for 2.5% of the damage you deal. Healing during current combat: 48.98 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
On fingers | ![]() treant's steel ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+8 eff.) Armour penetration: +9 Defense: +9 (+5 eff.) Fatigue: +0% (+5%) Changes resistances: +9% nature / +8% blight Mental save: +0 (+0 eff.) (+7 (+3 eff.)) Poison immunity: +14% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() Kor's Fall (10-12 power, 0 apr, fire element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+2 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 5/6) : Effective talent level: 4.2 Power cost: 6 out of 5/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 156.81 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (313). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +7%(-) all / +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Water +0.30(-) Spell / Ice +0.30(-) Spell / Frost alchemy Spellpower: +5 (+2 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() linen cloak 'Glacierglory' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances penetration: +10%(-) blight Changes damage: +9%(-) cold Critical mult.: +15.00% (-) Mental save: +9 (+5 eff.) (-) Mental crit. chance: +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 | ![]() restful copper amulet of mastery (0.10 Corruption / Blood) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Talent masteries: +0.10(-) Corruption / Blood Life regen: +2.00 (-) Amulets can have magical properties. |
Inventory
![]() warrior's gold ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Fatigue: +0% (+5%) Changes stats: +4 Str Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +0 (+0 eff.) (+7 (+3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() yew starstaff 'Mizor' (20-24 power, 4 apr, physical 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: 20.0 - 24.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (+4) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 33 arcane Damage when hit (Melee): 4 blight Changes resistances: +5% arcane Changes resistances penetration: +20% blight / +15% arcane Changes damage: +0%(-10%) acid / +20% physical / +0%(-10%) darkness / +21%(+11%) blight / +0%(-10%) fire Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Maximum mana: +35.00 Spellpower: +16 (+5 eff.) (+9 (+3 eff.)) Spell crit. chance: +3% (-5%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff of wizardry (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 (+5) Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 27 arcane Changes stats: +4 Mag / +3 Wil Changes damage: +0%(-10%) acid / +25% light / +0%(-10%) blight / +0%(-10%) fire / +0%(-10%) darkness Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Maximum mana: +125.00 Spellpower: +27 (+9 eff.) (+20 (+7 eff.)) Spell crit. chance: +4% (-4%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. chilling stralite mace of evisceration (34.5-48.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3(+24.5 - +36.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (+5) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +15 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+9 eff.) Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. stralite mace 'Pitchkiss' (35.5-49.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7(+25.5 - +37.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (+5) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) On weapon hit: + Create an explosion dealing 81 cold damage (1/turn) When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +6 Str Changes resistances penetration: +25% darkness / +25% cold Changes damage: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +23% cold / +0%(-10%) fire Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Physical save: +18 (+9 eff.) Maximum vim: +50.00 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Damage Shield penetration: +30% Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. Salyrin the Snowwell (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8(+2.5 - +1.8) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+32) Crit. chance: +4.5% (+3.0%) Attack speed: 100% (-) Damage (Melee): +20 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +6 Cun / +5 Wil Changes resistances: +9% blight Changes damage: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +18% cold / +6% arcane / +0%(-10%) fire Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +18.00% Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% See invisible: +0 (-2) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. Tarretar the yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +8 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +8 mind / +20 temporal When wielded/worn: Physical power: +14 (+12 eff.) Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str Changes resistances: +9% temporal Changes resistances penetration: +25% mind / +10% temporal Changes damage: +0%(-10%) acid / +15% temporal / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Longbows are used to shoot arrows at your foes. |
![]() Islevea the Torchhack (18/18, 43-51.6 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.0 - 51.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Damage (Ranged): +20 blight / +20 fire / +20 mind Damage (radius 2) on crit: +20 blight / +20 mind Shots are used with slings to pummel your foes to death. |
![]() Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Berymnir the stralite shield (30 def, 23 armour, 179.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +25 (+16 eff.) Armour penetration: +3 Armour: +23 Defense: +30 (+15 eff.) Fatigue: +8% Changes stats: +2 Str Changes resistances: +21% physical Talent granted: +1 Block Handheld deflection devices. |
![]() Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) (+4 (+2 eff.)) Fatigue: +2% Damage when hit (Melee): 0(-10) cold Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning / +0%(-15%) cold / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Poison immunity: +50% Pinning immunity: +50% Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.65 to 109.95 lightning damage (73.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of the deep (4 def, 20 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+2 eff.) (-8 (-4 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes resistances: +11% acid / +7%(-8%) cold / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Allows you to breathe in: water Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
![]() Olyregund the Shineraven Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +16% temporal / +6% darkness / +0%(-5%) blight / +6% fire / +6% light Light radius: +2 A belt that goes around your waist. |
![]() Balokor the Stormwake Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +13 (+12 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +0%(-5%) blight / +12% fire / +3% nature Changes damage: +6% lightning Spell save: +19 (+9 eff.) Life regen: +1.40 Healing mod.: +17% Size category: +2 A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+3 eff.) Armour: +3 (+2) Changes stats: +3 Mag / +3(-) Wil / +0(-2) Con Changes resistances penetration: +0%(-5%) physical Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Pinning immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Only die when reaching: +0.00 life (+60.00 life) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() linen wizard hat 'Layiyamira' (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +0 (-3) Defense: +6 (+3 eff.) Fatigue: +0% (-3%) Changes stats: +1 Dex / +0(-2) Cun / +0(-6) Wil Changes resistances: +5% lightning / +6% temporal / +0%(-7%) blight Physical save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Only die when reaching: -20.00 life Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) A pointy cloth hat, very wizardly... |
![]() 0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 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. |
![]() piercing brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +5% all Maximum life: +42.00 Light radius: +4 (+1) 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. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 (+2) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered 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) Activation costs 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. |
![]() 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) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 Activation costs 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. |
![]() Oloruirin the steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Dex / +7 Mag / +5 Wil / +4 Cun Changes damage: +6% blight Light radius: +2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Galeradiance the stralite torque of gale force [power 335] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +20% acid Changes damage: +30% acid Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking enemies back 11 spaces and dealing 335 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() piercing elm wand of lightning storm [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() overpowered yew wand of clairvoyance [power 14] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 14, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() yew wand of shielding 'Glintorder' [power 314] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +4 Str / +4 Wil / +6 Con Light radius: +3 See invisible: +21 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By give me mindslayer the Yeek Corruptor level 21
49th Regrowth 123rd year of Ascendancy at 16:50 see stats
By give me mindslayer the Yeek Corruptor level 18
70th Haze 122nd year of Ascendancy at 18:01 see stats
By give me mindslayer the Yeek Corruptor level 20
48th Regrowth 123rd year of Ascendancy at 01:33 see stats
By give me mindslayer the Yeek Corruptor level 10
10th Haze 122nd year of Ascendancy at 08:48 see stats
By give me mindslayer the Yeek Corruptor level 20
46th Regrowth 123rd year of Ascendancy at 13:12 see stats
By give me mindslayer the Yeek Corruptor level 19
11st Regrowth 123rd year of Ascendancy at 13:17 see stats
By give me mindslayer the Yeek Corruptor level 25
65th Regrowth 123rd year of Ascendancy at 09:10 see stats
By give me mindslayer the Yeek Corruptor level 9
6th Flare 122nd year of Ascendancy at 22:03 see stats
By give me mindslayer the Yeek Corruptor level 12
15th Haze 122nd year of Ascendancy at 08:50 see stats
By give me mindslayer the Yeek Corruptor level 22
55th Regrowth 123rd year of Ascendancy at 10:09 see stats
Log
Isliranne the ogre guard performs a melee critical strike against give me mindslayer!
Isliranne the ogre guard performs a melee critical strike against give me mindslayer!
Isliranne the ogre guard casts Epidemic.
Give me mindslayer shrugs off Isliranne the ogre guard's 'Epidemic'!
Isliranne the ogre guard performs a melee critical strike against give me mindslayer!
Isliranne the ogre guard hits give me mindslayer for 28 physical, 183 physical, 7 blight, 140 physical (359 total damage).
Melee retaliation hits Isliranne the ogre guard for 10 cold, 10 cold, 8 cold (29 total damage).
Weakness Disease from Give me mindslayer hits Isliranne the ogre guard for 18 blight damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Give me mindslayer casts Rune: Shatter Afflictions.
Give me mindslayer is not crippled anymore.
A shield forms around give me mindslayer.
Give me mindslayer uses Infusion: Regeneration.
Give me mindslayer starts regenerating health quickly.
Your shield crumbles under the damage!
The shield around give me mindslayer crumbles.
Isliranne the ogre guard performs a melee critical strike against give me mindslayer!
Isliranne the ogre guard hits give me mindslayer for (51 absorbed), 30 physical, 6 blight, 135 physical (172 total damage).
Melee retaliation hits Isliranne the ogre guard for 10 cold, 10 cold (20 total damage).
give me mindslayer the level 26 yeek corruptor was pierced to death by Isliranne the ogre guard on level 5 of Dark crypt.
Give me mindslayer deactivates Flame of Urh'Rok.
Give me mindslayer deactivates Bone Shield.
Give me mindslayer deactivates Overkill.
Give me mindslayer deactivates Dark Ritual.
Give me mindslayer stops regenerating health quickly.
Give me mindslayer is no longer surging arcane power.