
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 34 / 47% |
Size | medium |
Lifes / Deaths | Killed by Laojnne the dwarf at level 9 on the 4th Dusk 122nd year of Ascendancy at 20:53 3 / 3Killed by Laojnne the dwarf at level 9 on the 4th Dusk 122nd year of Ascendancy at 23:18 Killed by Forgery of Haze (Celia) at level 33 on the 47th Haze 124th year of Ascendancy at 19:24 |
Primary Stats
Strength | 80 (base 41) |
Dexterity | 35 (base 13) |
Constitution | 42 (base 28) |
Magic | 94 (base 58) |
Willpower | 50 (base 21) |
Cunning | 37 (base 13) |
Resources
Life | 882/882 |
Mana | 316/316 |
Stamina | 279/279 |
Vim | 202/202 |
Healing Factor | 1.3764150943396 |
Regeneration | 8.6025943396225 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28.02923139592% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 132 |
Accuracy | 46 |
Crit Chance | 28% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 59 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +49% |
Fire | +44% |
Darkness | +13% |
Arcane | +45% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
Light | +40% |
Fire | +45% |
Arcane | +40% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 46.770219904211 (52.131147540984%) |
Defense | 65 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 38 |
Mental Save | 25 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 53%( 70%) |
All | + 24%( 70%) |
Darkness | + 32%( 70%) |
Light | + 28%( 70%) |
Temporal | + 35%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 52%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Pinning Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 839 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1268% for 10 turns (92 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.43 |
| 2/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Elemental Discord |
talent | Arcane Feed |
talent | Feather Wind |
talent | Shock Hands |
talent | Thunderstorm |
talent | Shielding |
talent | Fiery Hands |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 178. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Damage when hit (Melee): 4 acid / 4 lightning Changes resistances: +6% acid / +3% lightning Changes resistances penetration: +25% cold Changes damage: +12% lightning Infravision radius: +3 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +20 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +7 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 183.18 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +10% fire / +12% nature / +7% cold Changes resistances penetration: +20% fire Cut immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 A cap made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 313.64 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +9 Str / +7 Wil Changes resistances: +6% acid / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +21% arcane / +6% fire Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.14 cold and 14.94 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Dex Changes resistances: +30% lightning / +9% fire / +6% cold Changes damage: +30% lightning Spell save: +6 (+2 eff.) Stamina each turn: +3.00 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +7 Mag Talent mastery: +0.13 Spell / Air Mana each turn: +0.33 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +43.00 Spell crit. chance: +2% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +16 fire When wielded/worn: Changes stats: +3 Cun / +3 Con Changes damage: +18% fire See invisible: +12 Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +7 Str / +3 Dex Changes resistances penetration: +15% light It can be used to create a temporary shield that absorbs 194 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +156 When wielded/worn: Armour: +12 Fatigue: +8% Changes resistances: +14% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (326) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +23 (+6 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str / +5 Con Changes resistances: +16% nature / +16% blight Critical mult.: +10.00% Life regen: +6.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +12% lightning / +9% nature Changes resistances penetration: +25% arcane / +10% nature Changes damage: +24% darkness Stun/Freeze immunity: +33% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +5 Mag Changes resistances: +5% arcane / +16% temporal Changes resistances penetration: +10% acid Pinning immunity: +40% Knockback immunity: +34% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Spell crit. chance: +2% Amulets can have magical properties. |
![]() Infused 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 (+3 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... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% light / +10% darkness Talent mastery: +0.34 Spell / Aegis Blindness immunity: +35% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 8 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 19% * 6% chance to blind Changes stats: +4 Dex / +3 Cun / +5 Con Changes damage: +7% light / +6% darkness Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +4 Mag / +5 Wil / +3 Cun Changes resistances: +6% temporal / +10% mind / +3% darkness Changes damage: +10% mind Spellpower: +7 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +7 Con Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 14 light Changes stats: +1 Mag Changes damage: +12% light Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +20 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +11% light Maximum encumbrance: +20 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% mind Changes damage: +13% mind Mental save: +8 (+4 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +6 Cun / +5 Dex Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Damage when hit (Melee): 2 mind Changes resistances: +3% light / +9% darkness / +3% mind Mental save: +3 (+1 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes resistances: +7% nature / +7% blight Poison immunity: +12% Disease immunity: +12% 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. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes stats: +12 Str / +12 Dex / +19 Mag / +10 Wil / +13 Cun / +9 Con Changes resistances: +6% light Changes resistances penetration: +20% darkness Changes damage: +6% darkness Psi when hit: +0.24 Mindpower: +5 (+3 eff.) Massive two-handed swords. |
![]() Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% arcane Talent granted: +1 Command Staff Life regen: +1.30 Mana each turn: +0.24 Spellpower: +31 (+8 eff.) Spell crit. chance: +4% Healing mod.: +17% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% * 10% chance to reduce armor by 38% Damage when hit (Melee): 6 acid Changes stats: +3 Str / +4 Con Changes resistances: +9% acid Changes damage: +3% nature Physical save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun / +3 Wil Damage against: +21% Summoned Reduced damage from: +17% Summoned Maximum encumbrance: +20 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Mag / +4 Wil Changes resistances: +9% temporal / +6% cold / +1% physical / +12% fire Changes resistances penetration: +20% acid Only die when reaching: -20.00 life Spell crit. chance: +5% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% nature / +10% blight Physical save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Life regen: +3.00 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+9 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +16% darkness Changes resistances penetration: +5% darkness Changes damage: +14% darkness Stealth bonus: +13 Maximum life: +57.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes resistances: +13% fire / +19% light / +15% cold Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +36% acid / +6% light / +5% arcane / +15% all Changes damage: +45% acid Knockback immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+7 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +18% cold / +11% mind / +7% all Changes damage: +12% cold Physical save: +12 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 nature Changes resistances: +15% temporal / +17% darkness / +9% mind Changes resistances penetration: +13% temporal / +15% darkness / +10% mind Changes damage: +6% nature Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Wil Changes resistances: +17% darkness / +13% temporal Changes resistances penetration: +10% darkness / +13% temporal Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Defense after a teleport: +13 Resist all after a teleport: +10% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+8 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +9% lightning / +15% acid Changes resistances penetration: +25% lightning Changes damage: +30% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+0 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. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 49% Changes stats: +2 Wil / +8 Con Changes resistances: +22% acid Changes resistances penetration: +10% mind Changes damage: +15% acid Maximum psi: +30.00 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 mind Changes stats: +4 Cun Changes resistances: +22% darkness Changes resistances penetration: +20% temporal Changes damage: +15% darkness / +6% mind Equilibrium when hit: +0.08 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +8 Mag / +7 Wil / +4 Cun Changes resistances penetration: +25% blight Changes damage: +6% arcane Mental save: +8 (+4 eff.) Maximum mana: +80.00 Spellpower: +8 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Con Changes damage: +5% arcane Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 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: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +8% acid / +10% cold Allows you to breathe in: water Maximum life: +31.00 A suit of armour made of mail. |
![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 129% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 On weapon hit: * 22% chance to reduce armor by 38% Damage (Melee): +15 cold When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 4 acid On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +14% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +13 physical When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +21% lightning / +13% physical Talent granted: +1 Block Slows Projectiles: +13% Bonus block near projectiles: +10 Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2020/2020. A set of 2020 tiny explosive spheres. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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 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.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes stats: +4 Wil Changes resistances: +9% mind / +7% fire Changes damage: +6% fire Mental crit. chance: +3% Light radius: +4 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +9% light / +5% arcane / +6% blight Changes damage: +3% cold Mental save: +8 (+4 eff.) Light radius: +4 See stealth: +11 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical / +5% arcane / +3% temporal Maximum life: +63.00 Light radius: +3 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 342 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 185 for 5 turns Activation puts all charms on cooldown for 38 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Wil Critical mult.: +20.00% Psi when hit: +0.08 Mindpower: +15 (+7 eff.) Mental crit. chance: +3% It can be used to heal yourself and all friendly characters within 10 spaces for 234 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% cold Changes resistances penetration: +25% fire It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 875 Base Damage: 375 Armor: 3 All Resist: 18 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 20% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 11, power 84 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 33
22nd Haze 124th year of Ascendancy at 22:45 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 21
46th Regrowth 123rd year of Ascendancy at 03:25 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 24
11st Dusk 123rd year of Ascendancy at 19:50 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 23
58th Pyre 123rd year of Ascendancy at 22:30 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 21
47th Regrowth 123rd year of Ascendancy at 18:36 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 31
50th Regrowth 124th year of Ascendancy at 05:20 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 18
1st Allure 123rd year of Ascendancy at 06:11 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 27
1st Wintertide 124th year of Ascendancy at 06:11 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 24
39th Dusk 123rd year of Ascendancy at 09:55 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 10
8th Dusk 122nd year of Ascendancy at 21:10 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 20
15th Regrowth 123rd year of Ascendancy at 07:06 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 30
46th Regrowth 124th year of Ascendancy at 20:07 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 28
19th Regrowth 124th year of Ascendancy at 10:56 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 13
41st Dusk 122nd year of Ascendancy at 10:19 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 26
1st Haze 123rd year of Ascendancy at 01:12 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 26
79th Dusk 123rd year of Ascendancy at 00:13 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 7
3rd Flare 122nd year of Ascendancy at 17:48 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 12
30th Dusk 122nd year of Ascendancy at 07:15 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 18
3rd Allure 123rd year of Ascendancy at 15:39 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 26
79th Dusk 123rd year of Ascendancy at 03:19 see stats
By Arcanist-Knight DarkVeghe the Cornac Arcane Blade level 20
16th Regrowth 123rd year of Ascendancy at 10:14 see stats
Log
Today is the 12nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 10:56.
There is an item here: innervating steel torque of clear mind [power 2] (40 cooldown)
There is an item here: Ururomas [power 120] (15 cooldown)
There is an item here: Serpentblast the dwarven-steel torque of gale force [power 240] (15 cooldown)
Ran for 3 turns (stop reason: object seen).
Talent Block is ready to use.
There is an item here: Axe of Fluffy Evil
Arcanist-Knight DarkVeghe picks up (T.): Axe of Fluffy Evil.
Arcanist-Knight DarkVeghe drops on the floor: Axe of Fluffy Evil.
Your Axe of Fluffy Evil is magically sorted by the storage room.
Arcanist-Knight DarkVeghe deactivates Elemental Discord.
Arcanist-Knight DarkVeghe deactivates Thunderstorm.
The furious lightning storm around Arcanist-Knight DarkVeghe calms down and disappears.
Arcanist-Knight DarkVeghe deactivates Arcane Shield.
Arcanist-Knight DarkVeghe deactivates Shock Hands.
Arcanist-Knight DarkVeghe deactivates Shielding.
Arcanist-Knight DarkVeghe deactivates Fiery Hands.
Arcanist-Knight DarkVeghe deactivates Arcane Feed.
Arcanist-Knight DarkVeghe deactivates Arcane Combat.
Arcanist-Knight DarkVeghe deactivates Stone Skin.
Arcanist-Knight DarkVeghe deactivates Feather Wind.