








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Embers of Rage 1.5.0Official 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:
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Forbidden Cults 1.5.9Official 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 Exploration |
Sex | Female |
Race | Draconian |
Class | Archmage |
Level / Exp | 38 / 69% |
Size | medium |
Lifes / Deaths | Killed by thief at level 6 on the 78th Pyre 122nd year of Ascendancy at 06:46 / 73Killed by brecklorn at level 8 on the 3rd Mirth 122nd year of Ascendancy at 14:42 Killed by Layutha the war bear at level 8 on the 3rd Mirth 122nd year of Ascendancy at 16:40 Killed by Islusethra the bandit lord at level 8 on the 3rd Mirth 122nd year of Ascendancy at 18:53 Killed by white ooze at level 15 on the 32nd Dusk 122nd year of Ascendancy at 13:22 Killed by storm drake hatchling at level 15 on the 33rd Dusk 122nd year of Ascendancy at 23:26 Killed by cold drake at level 17 on the 37th Dusk 122nd year of Ascendancy at 01:58 Killed by Layysemina the sandworm destroyer at level 17 on the 53rd Dusk 122nd year of Ascendancy at 19:26 Killed by Xanarikira the Guardian at level 22 on the 44th Haze 122nd year of Ascendancy at 00:21 Killed by Amahndir the shalore at level 22 on the 45th Haze 122nd year of Ascendancy at 13:16 Killed by Amahndir the shalore at level 22 on the 45th Haze 122nd year of Ascendancy at 14:31 Killed by Neranor the armoured skeleton warrior at level 25 on the 75th Haze 122nd year of Ascendancy at 03:34 Killed by orc warrior at level 28 on the 5th Decay 122nd year of Ascendancy at 04:00 Killed by luminous horror at level 30 on the 9th Decay 122nd year of Ascendancy at 09:13 Killed by worm that walks at level 30 on the 9th Decay 122nd year of Ascendancy at 10:22 Killed by netherworm mass at level 30 on the 10th Decay 122nd year of Ascendancy at 05:04 Killed by Emotta the netherworm mass at level 30 on the 10th Decay 122nd year of Ascendancy at 06:43 Killed by saw horror at level 30 on the 10th Decay 122nd year of Ascendancy at 07:59 Killed by oozing horror at level 31 on the 10th Decay 122nd year of Ascendancy at 22:39 Killed by headless horror at level 31 on the 1st Wintertide 123rd year of Ascendancy at 02:14 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 03:51 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 04:57 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 06:15 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 07:21 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 09:36 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 10:48 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 12:18 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 13:28 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 14:39 Killed by Emelywyn the bloated horror at level 31 on the 1st Wintertide 123rd year of Ascendancy at 16:23 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 17:38 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 19:38 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 20:49 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 22:00 Killed by The One That Writes at level 31 on the 1st Wintertide 123rd year of Ascendancy at 23:16 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 00:37 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 02:00 Killed by void skitterer at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 03:28 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 04:58 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 06:26 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 07:39 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 09:37 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 10:38 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 12:19 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 13:45 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 15:19 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 16:28 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 18:00 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 20:12 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 21:28 Killed by The One That Writes at level 31 on the 2nd Wintertide 123rd year of Ascendancy at 22:47 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 00:29 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 01:46 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 04:56 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 06:23 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 07:58 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 09:32 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 13:16 Killed by The One That Writes at level 31 on the 1st Allure 123rd year of Ascendancy at 19:10 Killed by Emeledheyabeth the lesser vampire at level 33 on the 14th Regrowth 123rd year of Ascendancy at 06:38 Killed by Elutha the ghast at level 33 on the 14th Regrowth 123rd year of Ascendancy at 07:50 Killed by Bethylemira the lesser vampire's temporal clone at level 33 on the 14th Regrowth 123rd year of Ascendancy at 08:59 Killed by Elutha the ghast at level 33 on the 14th Regrowth 123rd year of Ascendancy at 10:24 Killed by Glalrawe the ghoul at level 33 on the 14th Regrowth 123rd year of Ascendancy at 11:40 Killed by Celia at level 33 on the 14th Regrowth 123rd year of Ascendancy at 13:11 Killed by Zuberemira the master vampire at level 33 on the 14th Regrowth 123rd year of Ascendancy at 14:31 Killed by Zuberemira the master vampire at level 33 on the 14th Regrowth 123rd year of Ascendancy at 16:01 Killed by Celia at level 33 on the 14th Regrowth 123rd year of Ascendancy at 17:11 Killed by Radhan the human at level 33 on the 35th Regrowth 123rd year of Ascendancy at 09:32 Killed by Xuwe the skeleton warrior at level 34 on the 43rd Regrowth 123rd year of Ascendancy at 17:29 Killed by Kra'Tor the Gluttonous at level 37 on the 62nd Regrowth 123rd year of Ascendancy at 13:57 Killed by Doomed Shade of Torinir4 at level 38 on the 69th Regrowth 123rd year of Ascendancy at 03:07 Killed by Doomed Shade of Torinir4 at level 38 on the 69th Regrowth 123rd year of Ascendancy at 06:18 |
Primary Stats
Strength | 57 (base 29) |
Dexterity | 58 (base 28) |
Constitution | 92 (base 45) |
Magic | 86 (base 60) |
Willpower | 89 (base 60) |
Cunning | 91 (base 60) |
Resources
Mana | 55/754 |
Equilibrium | 69 |
Life | 381/892 |
Positive | 151/161 |
Stamina | 405/408 |
Healing Factor | 1.849465648855 |
Regeneration | 3.6064580152673 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 14 |
See Stealth | 80.026497539839 |
See Invisible | 98.026497539835 |
Offense: Mainhand
Damage | 67 |
Accuracy | 41 |
Crit Chance | 32% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +2% |
Arcane | +21% |
Cold | +14% |
All | 0% |
Mind | +12% |
Darkness | +12% |
Light | +51% |
Temporal | +3% |
Physical | +2% |
Lightning | +44% |
Fire | +14% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +15% |
Light | +10% |
Temporal | +15% |
Blight | +15% |
Darkness | +10% |
Mind | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 27 (44.670658682635%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 41 |
Mental Save | 53 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 51%( 70%) |
All | + 18%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 34%( 70%) |
Light | + 70%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 49%( 70%) |
Fire | + 10%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 521.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1838% for 10 turns and instantly restoring 92 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 653 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Draconian | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is surrounded by a time distortion, absorbing 456/521 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 53%. Time Shield |
detrimental effect | The target is poisoned, taking 87.33 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
detrimental effect | All direct healing done to the target fails, and is instead redirected to Doomed Shade of Torinir4 at 52% effectiveness. Healing Nexus Redirection |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is recovering 38 life each turn. Recovery |
beneficial effect | All direct healing done to the target is increased by 52% and each heal restores 6.6 equilibrium. Healing Nexus |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 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: 310. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex / +5 Wil / +8 Con Changes resistances: +15% lightning / +13% temporal / +6% mind Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +18 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +8 Wil Changes resistances: +7% blight Changes resistances penetration: +15% lightning Physical save: +18 (+6 eff.) Mental save: +6 (+2 eff.) Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% A cap made of leather. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 28% chance to disease * 29% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +5 Str Changes resistances: +12% darkness / +7% physical Changes resistances penetration: +10% darkness Changes damage: +3% mind / +3% darkness Damage affinity(heal): +15% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 arcane / 8 light Changes stats: +7 Cun / +7 Wil Changes resistances: +28% light Changes resistances penetration: +10% light Changes damage: +23% light / +9% arcane Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 15% chance to daze at end of turn Damage when hit (Melee): 16 light Changes stats: +5 Dex / +6 Mag / +6 Wil / +6 Cun / +10 Lck Changes resistances: +3% light Changes resistances penetration: +15% blight / +15% temporal Changes damage: +9% light / +3% temporal Trap disarming bonus: +25 Stealth bonus: +15 Mental save: +15 (+5 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +6% Infravision radius: +5 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Changes stats: +7 Con Changes resistances: +15% blight / +15% acid / +12% nature / +6% light Changes resistances penetration: +5% mind Changes damage: +30% lightning / +9% mind Talent granted: +1 Command Staff Silence immunity: +5% Life regen: +1.10 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str Changes resistances: +3% blight / +3% temporal / +5% arcane Changes damage: +9% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Effects when hit in melee: * 25% chance to disease * 22% chance to inflict 15% damage reduction Damage when hit (Melee): 16 physical Changes stats: +8 Str / +10 Dex / +25 Con Changes resistances: +25% nature / +17% temporal / +26% darkness / +10% cold Changes resistances penetration: +15% nature Changes damage: +9% nature Reduces incoming crit damage: 23.00% Physical save: +17 (+6 eff.) Light radius: +3 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 15 turns. A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 381.29 cold damage and condensing the air into freezing vapors that deal 127.10 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -14% Changes stats: +6 Str / +10 Dex / +6 Cun / +6 Con Changes resistances: +6% light Changes damage: +9% light Reduces incoming crit damage: 15.00% Life regen: +0.60 Stamina each turn: +0.80 Infravision radius: +3 Movement speed: +10% Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() controlled phase door rune of the sneak (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 528 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 35 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 293 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 6 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 20% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Wil Changes resistances: +6% acid Changes resistances penetration: +25% fire Changes damage: +15% fire Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 2.6 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +16 (+6 eff.) Armour: +4 Changes stats: +5 Dex Changes resistances penetration: +15% lightning Talent mastery: +0.20 Spell / Aegis Stamina each turn: +0.40 Healing mod.: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +3 Physical power: +8 (+3 eff.) Changes resistances: +2% physical Changes resistances penetration: +25% lightning Physical save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -16% Changes stats: +3 Dex / +7 Wil / +4 Con Changes resistances penetration: +15% blight Changes damage: +9% blight Maximum encumbrance: +27 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Str / +2 Dex Changes resistances: +22% lightning Changes resistances penetration: +5% light Changes damage: +11% lightning Maximum stamina: +30.00 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Defense: +8 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 12 light Changes stats: +4 Str / +2 Mag / -4 Wil / +4 Cun Changes resistances penetration: +10% blight Disarm immunity: +35% Pinning immunity: +39% Knockback immunity: +40% Hate when firing a critical mind attack: +2.00 Maximum life: +37.00 Maximum hate: +9.00 Spell crit. chance: +7% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +15% light Changes damage: +12% acid Mindpower: +5 (+1 eff.) Rings can have magical properties. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() mighty dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +20 (+7 eff.) Changes stats: +6 Str Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. 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 201.71 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 62.86 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 18 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -4% Changes stats: +3 Mag / +2 Cun / +4 Con Changes resistances: +5% arcane / +15% fire Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Physical crit. chance: +11.0% Changes stats: +3 Str / +3 Dex / +5 Cun / +2 Con Changes damage: +25% arcane / +9% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +1 Cun / +5 Con Changes resistances penetration: +10% mind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +11 (+3 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.6 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 167.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.3 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 123.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 59 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +16 (+5 eff.) Ranged Defense: +3 (+1 eff.) Effects when hit in melee: * 36% chance to disease * 33% chance to inflict 15% damage reduction Changes stats: +2 Cun / +1 Dex Changes resistances penetration: +5% physical Critical mult.: +6.00% Physical save: +23 (+8 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag / +2 Wil Changes resistances penetration: +10% physical Spell save: +5 (+1 eff.) Only die when reaching: -60.00 life Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Maximum life: +57.00 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. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +4 Con Changes resistances: +15% fire Changes damage: +10% fire / +9% nature / +9% mind Physical save: +24 (+8 eff.) Poison immunity: +34% Disease immunity: +29% Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% 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. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: -9 Mag / +15 Wil / +4 Cun / +4 Con Physical save: +49 (+15 eff.) Spell save: +4 (+1 eff.) Mental save: +10 (+3 eff.) Poison immunity: +10% Disarm immunity: +25% Lowers spell cool-downs by: 10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +2 Mag / +2 Cun Changes resistances: +9% fire / +7% cold Reduces incoming crit damage: 5.00% Light radius: +2 Infravision radius: +3 See invisible: +6 A pair of boots made of leather. |
![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 141.62 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 fire Changes stats: +4 Str / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +25% fire Changes damage: +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 25% chance to disease * 21% chance to inflict 15% damage reduction Changes stats: +5 Con Changes resistances: +18% light / +14% darkness Talent granted: +4 Block Physical save: +10 (+3 eff.) Mana each turn: +0.08 Light radius: +2 Handheld deflection devices. |
![]() 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. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 3.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 220.38 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 117 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 592.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +3% temporal Grants telepathy: Dragon Talent granted: +2 Telekinetic Blast It can be used to fire a blast of psionic energies in a range 9 beam dealing 132.50 to 265.00 mind damage, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 145 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +10% temporal Changes damage: +6% temporal Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike Mental save: +20 (+7 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a bolt of a random element with (base) damage 126 to 253, putting all charms on cooldown for 6 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, costing 18 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Torinir4 the Draconian Archmage level 33
13rd Regrowth 123rd year of Ascendancy at 22:41 see stats
By Torinir4 the Draconian Archmage level 32
2nd Allure 123rd year of Ascendancy at 02:03 see stats
By Torinir4 the Draconian Archmage level 38
65th Regrowth 123rd year of Ascendancy at 06:09 see stats
By Torinir4 the Draconian Archmage level 32
1st Allure 123rd year of Ascendancy at 20:57 see stats
By Torinir4 the Draconian Archmage level 37
61st Regrowth 123rd year of Ascendancy at 17:37 see stats
By Torinir4 the Draconian Archmage level 38
69th Regrowth 123rd year of Ascendancy at 09:36 see stats
By Torinir4 the Draconian Archmage level 33
11st Regrowth 123rd year of Ascendancy at 09:46 see stats
By Torinir4 the Draconian Archmage level 35
54th Regrowth 123rd year of Ascendancy at 22:29 see stats
By Torinir4 the Draconian Archmage level 17
52nd Dusk 122nd year of Ascendancy at 17:43 see stats
By Torinir4 the Draconian Archmage level 18
57th Dusk 122nd year of Ascendancy at 09:50 see stats
By Torinir4 the Draconian Archmage level 34
50th Regrowth 123rd year of Ascendancy at 13:18 see stats
By Torinir4 the Draconian Archmage level 21
1st Haze 122nd year of Ascendancy at 14:03 see stats
By Torinir4 the Draconian Archmage level 33
5th Allure 123rd year of Ascendancy at 05:19 see stats
By Torinir4 the Draconian Archmage level 10
5th Mirth 122nd year of Ascendancy at 07:28 see stats
By Torinir4 the Draconian Archmage level 20
58th Dusk 122nd year of Ascendancy at 04:43 see stats
By Torinir4 the Draconian Archmage level 30
9th Decay 122nd year of Ascendancy at 01:35 see stats
By Torinir4 the Draconian Archmage level 14
17th Dusk 122nd year of Ascendancy at 21:59 see stats
By Torinir4 the Draconian Archmage level 22
45th Haze 122nd year of Ascendancy at 16:00 see stats
By Torinir4 the Draconian Archmage level 36
56th Regrowth 123rd year of Ascendancy at 12:35 see stats
By Torinir4 the Draconian Archmage level 15
33rd Dusk 122nd year of Ascendancy at 23:26 see stats
By Torinir4 the Draconian Archmage level 14
31st Dusk 122nd year of Ascendancy at 20:13 see stats
By Torinir4 the Draconian Archmage level 8
3rd Mirth 122nd year of Ascendancy at 02:42 see stats
By Torinir4 the Draconian Archmage level 12
1st Flare 122nd year of Ascendancy at 08:11 see stats
By Torinir4 the Draconian Archmage level 14
31st Dusk 122nd year of Ascendancy at 13:04 see stats
By Torinir4 the Draconian Archmage level 28
5th Decay 122nd year of Ascendancy at 11:10 see stats
By Torinir4 the Draconian Archmage level 18
56th Dusk 122nd year of Ascendancy at 19:19 see stats
By Torinir4 the Draconian Archmage level 30
9th Decay 122nd year of Ascendancy at 08:39 see stats
By Torinir4 the Draconian Archmage level 30
9th Decay 122nd year of Ascendancy at 08:54 see stats
Log
Doomed Shade of Torinir4 converts damage to mana!
Healing Nexus Redirection from Doomed Shade of Torinir4 hits Doomed Shade of Torinir4 for (52 converted), 0 fire, (31 converted), 0 cold, (59 converted), 0 lightning, (37 converted), 0 arcane (0 total damage).
Doomed Shade of Torinir4 casts Flameshock.
Doomed Shade of Torinir4's spell attains critical power!
Torinir4 shrugs off the effect 'Burning Shock'!
Doomed Shade of Torinir4 converts damage to mana!
Doomed Shade of Torinir4 steals healing from Torinir4!
Torinir4 steals healing from Doomed Shade of Torinir4!
Burning from Torinir4 hits Doomed Shade of Torinir4 for (17 converted), 0 fire, (16 converted), 0 cold, (20 converted), 0 lightning, (19 converted), 0 arcane (0 total damage).
Doomed Shade of Torinir4 steals healing from Torinir4!
Torinir4 steals healing from Doomed Shade of Torinir4!
Spydric Poison from Doomed Shade of Torinir4 hits Torinir4 for (30 to time), 0 nature (0 total damage).
Torinir4 casts Manathrust.
Doomed Shade of Torinir4 converts damage to mana!
Healing Nexus Redirection from Doomed Shade of Torinir4 hits Doomed Shade of Torinir4 for (66 converted), 0 fire, (59 converted), 0 cold, (71 converted), 0 lightning, (70 converted), 0 arcane (0 total damage).
Doomed Shade of Torinir4 casts Disperse Magic.
Torinir4 stops surging mana.
Torinir4 is no longer out of phase.
The fabric of space around Torinir4 stabilizes to normal.
Doomed Shade of Torinir4 converts damage to mana!
Doomed Shade of Torinir4 steals healing from Torinir4!
Torinir4 steals healing from Doomed Shade of Torinir4!
Burning from Torinir4 hits Doomed Shade of Torinir4 for (21 converted), 0 fire, (19 converted), 0 cold, (23 converted), 0 lightning, (23 converted), 0 arcane (0 total damage).
Doomed Shade of Torinir4 steals healing from Torinir4!
Torinir4 steals healing from Doomed Shade of Torinir4!
Spydric Poison from Doomed Shade of Torinir4 hits Torinir4 for (35 to time), 0 nature (0 total damage).
Torinir4 is no longer poisoned.
Torinir4 has finished recovering.