Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official 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:
Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mobility-experiment 1.3.1An experiment trying to rework and partially merge field control, mobility, acrobatics, and survival Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum 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. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.3.0Donators/Buyers bonus! Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Midnight 1.3.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 47 / 73% |
Size | medium |
Lifes / Deaths | Killed by Silorekira the elven blood mage at level 25 on the 1st Haze 122nd year of Ascendancy at 03:56 6 / 1 |
Primary Stats
Strength | 77 (base 55) |
Dexterity | 70 (base 60) |
Constitution | 61 (base 61) |
Magic | 94 (base 57) |
Willpower | 91 (base 63) |
Cunning | 96 (base 63) |
Resources
Mana | 358/358 |
Psi | 151/151 |
Life | 1013/1013 |
Positive | 150/168 |
Stamina | 440/440 |
Paradox | 600 |
Healing Factor | 1 |
Regeneration | 19.28332933462 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +150.1588547448% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -2001 |
Infravision | 12 |
See Stealth | 12 |
See Invisible | 16 |
Stealth | 78.175937573228 |
Offense: Mainhand
Damage | 71 |
Accuracy | 47 |
Crit Chance | 52% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 47 |
Crit Chance | 53% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 74.25 |
Crit Chance | 85% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 65.15 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 48 (39%) |
Defense | 50.594730465667 |
Ranged Defense | 60.178522265833 |
Fatigue | 0 |
Physical Save | 70.570662041161 |
Spell Save | 53.033333333333 |
Mental Save | 62.2 |
Defense: Resistances
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 63% |
Disarm Resistance | 5% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -697 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 610 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1504% over 10 turns and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 10 turns. This enchantment increases your accuracy and armour by 32 and adds 43 arcane damage to all your hits. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Spell / Meta | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stealth |
talent | Chant of Fortress |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Shielding |
talent | Beyond the Flesh |
talent | Hurricane |
talent | Thermal Shield |
talent | Quicken Spells |
talent | Kinetic Shield |
talent | Reality Smearing |
talent | Skate |
talent | Lightning Infusion |
talent | Arcane Shield |
talent | Energy Decomposition |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Xara the large white snake. Escort: temporal explorer (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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: 1146. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed electric eel tail. * You've found the needed minotaur nose. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 within11 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | dragonbone magestaff 'Gissra' (36-43.2 power, 6 apr, physical damage) dragonbone magestaff 'Gissra' (36-43.2 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% acid Changes damage: +36% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +78.00 Spellpower: +34 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +23 Resist all after a teleport: +16% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
Quiver | 42 alchemist diamond 42 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
On hands | sand rough leather gloves of magic (+3) (0 def, 7 armour) sand rough leather gloves of magic (+3) (0 def, 7 armour)Requires: Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Mag Changes damage: +4% arcane / +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.9 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 245.64 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | hardened leather cap 'Daimagahor' (6 def, 21 armour) hardened leather cap 'Daimagahor' (6 def, 21 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +6% cold / +4% all Reduces incoming crit damage: 5.00% Physical save: +9 (+2 eff.) A cap made of leather. |
On feet | The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Tool | Shadefoe [power 397] (10 cooldown) Shadefoe [power 397] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness / +6% lightning Changes resistances penetration: +10% lightning / +10% darkness Maximum vim: +13.00 It can be used to fire a bolt of a random element (dam 198-397), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% acid Changes damage: +12% acid / +15% arcane Mental save: +8 (+2 eff.) Blindness immunity: +25% Confusion immunity: +33% Spell crit. chance: +2% Infravision radius: +5 See stealth: +12 See invisible: +16 Damage Shield penetration: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | steel ring 'Zubeta' =+2onCrit= steel ring 'Zubeta' =+2onCrit=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Fatigue: -5% Changes stats: +7 Dex / +2 Wil / +5 Cun Changes resistances: +13% arcane Changes damage: +13% arcane Maximum encumbrance: +24 Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Rings can have magical properties. |
Around neck | savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +13 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Amulets can have magical properties. |
In main hand | dragonbone magestaff 'Darkrain' (30-36 power, 6 apr, physical damage) dragonbone magestaff 'Darkrain' (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 20% chance to gain 10% of a turn When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +9.0% Physical power: +14 (+5 eff.) Damage when hit (Melee): 16 darkness Changes resistances: +4% acid / +15% lightning Changes damage: +9% acid / +30% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +23 (+6 eff.) Spell crit. chance: +22% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Neira's Memory Neira's MemoryRequires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 335, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | Kauila's Staff (15-18 power, 3 apr, cold damage) Kauila's Staff (15-18 power, 3 apr, cold damage)Requires: - Magic 34 - Constitution 18 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent masteries: +0.20 Spell / Water +0.20 Spell / Ice Spellpower: +22 (+6 eff.) Spell crit. chance: +15% Talent on hit(spell): Ice Shards (20% chance level 2). It can be used to activate talent Tidal Wave (costing 35 power out of 50/50) : Effective talent level: 4.5 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 56.65 cold damage and 58.95 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. This staff can be wielded in your off-hand. |
Cloak | Barehor the cashmere cloak (9 def, 0 armour) Barehor the cashmere cloak (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +9 (+3 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn Changes stats: +1 Cun / +2 Dex Changes resistances penetration: +5% acid Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Glidheth' (9 def, 10 armour) elven-silk robe 'Glidheth' (9 def, 10 armour)Requires: Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +1% physical / +27% darkness / +14% cold / +28% mind / +5% arcane Changes damage: +19% lightning / +13% physical / +18% cold Physical save: +58 (+13 eff.) Spell save: +18 (+6 eff.) Mental save: +40 (+10 eff.) Disarm immunity: +5% Knockback immunity: +10% 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. |
Inventory
regeneration infusion of the psychic (heal 494 over 5 turns) regeneration infusion of the psychic (heal 494 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 life over 5 turns. Its effects scale with your Willpower 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. |
regeneration infusion of the wizard (heal 431 over 5 turns) regeneration infusion of the wizard (heal 431 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Magic 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. |
wild infusion of the titan (resist 16%; cure magical) wild infusion of the titan (resist 16%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
wild infusion of the wizard (resist 27%; cure physical) wild infusion of the wizard (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
heroism infusion of the sneak (+20 for 12 turns, die at -937) heroism infusion of the sneak (+20 for 12 turns, die at -937)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -937 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (+16 for 11 turns, die at -635) heroism infusion of the titan (+16 for 11 turns, die at -635)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use 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 increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -635 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. |
heroism infusion of the titan (+16 for 12 turns, die at -735) heroism infusion of the titan (+16 for 12 turns, die at -735)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. While Heroism is active, you will only die when reaching -735 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. |
heroism infusion of the warrior (+17 for 12 turns, die at -766) heroism infusion of the warrior (+17 for 12 turns, die at -766)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -766 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. |
heroism infusion of the warrior (+17 for 11 turns, die at -790) heroism infusion of the warrior (+17 for 11 turns, die at -790)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -790 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. |
movement infusion of the psychic (719% speed; 5 turns) movement infusion of the psychic (719% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 719% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
movement infusion of the wizard (758% speed; 7 turns) movement infusion of the wizard (758% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 758% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
shielding rune of the psychic (absorb 679 for 6 turns) shielding rune of the psychic (absorb 679 for 6 turns)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: 12 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 679 damage for 6 turns. Its effects scale with your Willpower 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. |
shielding rune of the psychic (absorb 735 for 5 turns) shielding rune of the psychic (absorb 735 for 5 turns)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: 12 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 735 damage for 5 turns. Its effects scale with your Willpower 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. |
shielding rune of the sneak (absorb 605 for 6 turns) shielding rune of the sneak (absorb 605 for 6 turns)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: 13 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 605 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 632 for 5 turns) shielding rune of the sneak (absorb 632 for 5 turns)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: 15 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 632 damage for 5 turns. 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. |
enchantment rune of the wizard (+32 for 7 turns) enchantment rune of the wizard (+32 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 7 turns. This enchantment increases your accuracy and armour by 32 and adds 42 arcane damage to all your hits. Its effects scale with your Magic 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. |
lightning rune of the sneak (799 lightning damage) lightning rune of the sneak (799 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 266.18 to 798.55 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
controlled phase door rune of the duelist (range 14) controlled phase door rune of the duelist (range 14)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity 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. |
controlled phase door rune of the psychic (range 13) controlled phase door rune of the psychic (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: 9 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 Willpower 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of willpower (+2) insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% fire / +11% cold Amulets can have magical properties. |
clarifying steel amulet of mastery (0.10 Psionic / Slumber) clarifying steel amulet of mastery (0.10 Psionic / Slumber)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Talent mastery: +0.10 Psionic / Slumber Confusion immunity: +22% Amulets can have magical properties. |
stabilizing steel amulet of healing stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Cut immunity: +50% Pinning immunity: +25% Knockback immunity: +24% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 260 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
gold amulet 'Berumas' gold amulet 'Berumas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes resistances: +15% lightning Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +31% Amulets can have magical properties. |
gold amulet of healing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +60% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 260 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful gold amulet of manastreaming restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +1.40 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. |
Eilinyleda EilinyledaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +1 Wil / +5 Mag Changes damage: +7% acid / +6% fire / +7% cold / +8% lightning Critical mult.: +18.00% Teleport immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Infravision radius: +2 See invisible: +6 It can be used to teleport you randomly (rad 46), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Lavathorn =!!!!!!= Lavathorn =!!!!!!=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +15 (+5 eff.) Damage when hit (Melee): 12 fire Changes stats: +13 Lck / +3 Cun Talent masteries: +0.34 Technique / Superiority +0.34 Psionic / Dream Forge Mental save: +6 (+2 eff.) Disarm immunity: +5% Confusion immunity: +15% Knockback immunity: +15% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
starseer's stralite amulet of manastreaming starseer's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes damage: +4% light / +5% temporal / +5% darkness / +5% physical Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +36.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
stralite amulet 'Belussra' =.34 Celestial / Sigils !!= stralite amulet 'Belussra' =.34 Celestial / Sigils !!=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Changes resistances: +10% mind / +6% acid Talent mastery: +0.34 Celestial / Sigils Critical mult.: +12.00% Spell save: +25 (+8 eff.) Cut immunity: +15% Silence immunity: +5% Confusion immunity: +32% Amulets can have magical properties. |
Glitterbearer =!!= Glitterbearer =!!=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +10 Str / +5 Dex / +12 Wil / +10 Cun Changes resistances: +5% arcane Changes resistances penetration: +5% light Blindness immunity: +31% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
starseer's voratun amulet of magic (+15) starseer's voratun amulet of magic (+15)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15 Mag Changes damage: +6% darkness / +7% temporal / +6% light / +7% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Mayylaith the Duathelpassion Mayylaith the DuathelpassionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 30% chance to inflict damage reduction Damage when hit (Melee): 8 acid Changes resistances: +22% nature / +3% darkness Changes damage: +11% nature / +9% darkness Rings can have magical properties. |
warrior's copper ring of nature (+20%) warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
Gliba GlibaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Wil Changes resistances penetration: +5% blight Mental save: +10 (+2 eff.) Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.6 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 45 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ulfyrebar the Glitterquill Ulfyrebar the GlitterquillPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Dex / +1 Wil / +5 Cun Changes resistances: +7% blight / +6% nature / +20% darkness Changes damage: +10% darkness Critical mult.: +10.00% Poison immunity: +13% Disease immunity: +14% Vim when firing critical spell: +1.00 Light radius: +2 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused 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 28.35 cold and 29.50 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Boltransom' steel ring 'Boltransom'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +3 Mag Changes resistances: +3% blight Changes damage: +6% blight / +12% lightning Spellpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Nimbussmasher' steel ring 'Nimbussmasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes damage: +6% lightning Physical save: +9 (+2 eff.) Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +23% Life regen: +0.20 Maximum life: +22.00 Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Durakhad the Voidterror Durakhad the VoidterrorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +3% darkness Changes damage: +6% mind Mental save: +18 (+4 eff.) Mindpower: +4 (+1 eff.) Rings can have magical properties. |
gold ring 'Willowburst' gold ring 'Willowburst'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 nature Changes stats: +6 Str / +6 Con Changes resistances: +3% nature / +9% lightning Changes resistances penetration: +5% nature Rings can have magical properties. |
savior's gold ring savior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.60 Rings can have magical properties. |
Blindlord (20-24 power, 4 apr, physical damage) Blindlord (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +3% darkness / +3% light Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +25 (+6 eff.) Mental save: +9 (+2 eff.) Knockback immunity: +10% Maximum mana: +47.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff (20-24 power, 4 apr, physical damage) =shert= short yew magestaff (20-24 power, 4 apr, physical damage) =shert=Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Relgaroddathad (25-30 power, 5 apr, physical damage) =shert= Relgaroddathad (25-30 power, 5 apr, physical damage) =shert=Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Physical power: +10 (+3 eff.) Changes stats: +7 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +9.00% Spell save: +9 (+3 eff.) Life regen: +0.80 Stamina each turn: +0.80 Maximum stamina: +15.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
short elven-wood magestaff of fate (25-30 power, 5 apr, physical damage) =shert= short elven-wood magestaff of fate (25-30 power, 5 apr, physical damage) =shert=Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +5 (+1 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Berylen (30-36 power, 6 apr, physical damage) Berylen (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane When wielded/worn: Armour: +7 Armour Hardiness: +4% Damage (Melee): 32 fire Changes resistances: +3% blight Changes damage: +30% lightning / +30% cold / +39% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +26.00% Physical save: +30 (+8 eff.) Poison immunity: +10% Teleport immunity: +10% Spellpower: +25 (+6 eff.) Spell crit. chance: +5% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff (42-50.4 power, 6 apr, physical damage) potent dragonbone magestaff (42-50.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% fire Talent granted: +1 Command Staff Spellpower: +19 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of projection (35-42 power, 6 apr, physical damage) potent dragonbone starstaff of projection (35-42 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent granted: +1 Command Staff Spellpower: +22 (+6 eff.) Spell crit. chance: +8% It can be used to project a bolt from the staff (to range 10) dealing 74.90 - 89.88 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (32-41.6 power, 6 apr) =keep= Tirakai's Maul (32-41.6 power, 6 apr) =keep=Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 120% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
singing voratun rapier (41.5-53.95 power, 6 apr) =metl= singing voratun rapier (41.5-53.95 power, 6 apr) =metl=Requires: - Dexterity 38 - Strength 38 Powered by arcane forces 2.50 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 41.5 - 54.0 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +29 arcane When wielded/worn: Silence immunity: +50% Mana each turn: +0.29 Combat speed: +11% When carried: Stealth bonus: -50 Taunts Nearby Enemies: Every turn each enemy within 4 spaces has a 21% chance of being taunted. (Both range and chance stack.) A light sword. |
channeller's voratun sceptre of force (40-56 power, 6 apr) =metl= channeller's voratun sceptre of force (40-56 power, 6 apr) =metl=Requires: - Magic 38 - Constitution 38 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +43 physical When wielded/worn: Changes damage: +17% physical Mana each turn: +0.32 Spellpower: +28 (+7 eff.) It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 30 turns. Blunt and deadly. |
Malediction (55-66 power, 15 apr) =metl= Malediction (55-66 power, 15 apr) =metl=Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
opaque gleaming aurastone opaque gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
opaque glowing aurastone opaque glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
Eremekalthorig the dragonbone longbow Eremekalthorig the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] 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 this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+5 eff.) Changes stats: +6 Str / +7 Dex / +6 Mag Changes resistances penetration: +15% arcane Changes damage: +12% arcane Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
drakeskin leather sling 'Noonreign' drakeskin leather sling 'Noonreign'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to blind * 20% chance to cause random gloom Burst (radius 2) on crit: +2 light When wielded/worn: Changes resistances: +6% mind / +6% light Changes resistances penetration: +10% light Light radius: +1 Slings are used to hurl stones or metal shots at your foes. |
Belanne (19/19, 73.5-102.9 power, 28 apr) =yeah= Belanne (19/19, 73.5-102.9 power, 28 apr) =yeah=Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +28 Physical crit. chance: +10.0% Capacity: 19 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +28 mind / +39 physical Burst (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
Chargereaper the woollen robe (0 def, 0 armour) Chargereaper the woollen robe (0 def, 0 armour)Requires: Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 15% chance to daze Damage when hit (Melee): 8 acid Changes stats: +5 Mag / +5 Wil Changes damage: +3% lightning Mana each turn: +0.12 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
silk robe 'Anilathadan' (3 def, 0 armour) silk robe 'Anilathadan' (3 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Defense: +3 (+1 eff.) Changes stats: +3 Mag Changes resistances: +25% lightning / +21% nature / +13% blight Changes damage: +17% lightning / +14% nature Physical save: +10 (+2 eff.) Spell save: +6 (+2 eff.) Life regen: +2.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +71.00 Spell crit. chance: +1% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening hardened leather armour of command (10 def, 12 armour) enlightening hardened leather armour of command (10 def, 12 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun / +3 Wil Mental save: +28 (+7 eff.) A suit of armour made of leather. |
Silodama the hardened leather belt Silodama the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Changes stats: +4 Str / +5 Con Critical mult.: +6.00% Physical save: +8 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Xerawyn XerawynCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +5 Dex / +5 Cun / +4 Con / +7 Lck Changes resistances penetration: +10% physical Reduces incoming crit damage: 5.00% Trap disarming bonus: +20 Stealth bonus: +10 Maximum stamina: +5.00 Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Lelireran' hardened leather belt 'Lelireran'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +6% light / +3% fire Changes damage: +9% blight Stun/Freeze immunity: +5% Only die when reaching: -80.00 life It can be used to create a temporary shield that absorbs 251 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
drakeskin leather belt 'Bregenarithad' drakeskin leather belt 'Bregenarithad'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 mind Changes resistances: +13% lightning / +9% temporal / +3% mind Changes resistances penetration: +10% acid / +15% mind Changes damage: +9% mind Spell save: +11 (+4 eff.) Maximum life: +49.00 Size category: +1 A belt that goes around your waist. |
Cloudvortex CloudvortexRequires: Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +5 Dex / +4 Cun / +7 Lck Changes resistances: +6% fire Trap disarming bonus: +9 Stealth bonus: +16 Physical save: +8 (+2 eff.) Disease immunity: +5% Confusion immunity: +5% Knockback immunity: +25% Mindpower: +6 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
hardened leather belt 'Layudheta' hardened leather belt 'Layudheta'Requires: Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Con Changes resistances: +5% arcane Changes damage: +6% arcane Reduced damage from: +21% Summoned Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
cashmere cloak 'Voidstar' (2 def, 0 armour) cashmere cloak 'Voidstar' (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 8 blight Changes stats: +3 Str / +4 Dex / +3 Wil / +3 Cun Changes resistances: +6% darkness Physical save: +9 (+2 eff.) Mental save: +19 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adille the Cloudzeal (1 def, 6 armour) Adille the Cloudzeal (1 def, 6 armour)Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +3% lightning / +12% cold See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of spellbinding (0 def, 3 armour) =10%spellCD= pair of hardened leather boots of spellbinding (0 def, 3 armour) =10%spellCD=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Singesteel (12 def, 4 armour) =metal= Singesteel (12 def, 4 armour) =metal=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Fatigue: -3% Effects on melee hit: * 40% chance to corrode armour Changes resistances: +6% fire Changes resistances penetration: +5% acid Changes damage: +3% fire Maximum encumbrance: +29 Physical save: +7 (+2 eff.) Silence immunity: +36% Confusion immunity: +31% Stun/Freeze immunity: +26% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 49 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Arubeth' (0 def, 4 armour) =5str9con= pair of dwarven-steel boots 'Arubeth' (0 def, 4 armour) =5str9con=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +9 Con Changes damage: +7% physical Maximum stamina: +15.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (2 def, 4 armour) =metl= The Warped Boots (2 def, 4 armour) =metl=Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 320.40 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
hardened leather gloves 'Isuleda' (0 def, 2 armour) hardened leather gloves 'Isuleda' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 19 mind / 10 darkness Changes stats: +1 Wil Changes resistances: +6% blight Mental save: -12 (-3 eff.) Psi when hit: +0.08 Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
eldritch linen wizard hat of darkness (+16%) (1 def, 0 armour) =manaflow= eldritch linen wizard hat of darkness (+16%) (1 def, 0 armour) =manaflow=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness Mana each turn: +0.90 Mana when hit: +0.70 Maximum mana: +46.00 Spellpower: +5 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Celestial Circlet (3 def, 0 armour) =keep= Celestial Circlet (3 def, 0 armour) =keep=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% arcane / +10% light / +10% darkness Changes damage: +10% arcane / +10% light / +10% darkness Talent mastery: +0.10 Celestial / Circles It can be used to activate talent Circle of Shifting Shadows (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 19, and deals 18.94 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
Alotodan the Coaltorrent (2 def, 0 armour) Alotodan the Coaltorrent (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 darkness / 8 acid Changes stats: +5 Mag Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +7% acid / +8% lightning / +8% cold / +8% arcane / +9% fire Spell save: +7 (+2 eff.) Mana each turn: +0.13 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
Urthukalthodas the hardened leather cap (0 def, 3 armour) =silence= Urthukalthodas the hardened leather cap (0 def, 3 armour) =silence=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% blight / +8% darkness Changes resistances penetration: +15% mind Spell save: +8 (+3 eff.) Mental save: +23 (+6 eff.) Confusion immunity: +10% It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 8 turns. A cap made of leather. |
Armaroddarab the Shockwire (3 def, 0 armour) =26%lightnin= Armaroddarab the Shockwire (3 def, 0 armour) =26%lightnin=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 lightning Changes resistances: +30% lightning Changes resistances penetration: +15% lightning / +5% fire Changes damage: +26% lightning / +6% fire A pointy cloth hat, very wizardly... |
Bethytira the hardened leather cap (0 def, 3 armour) =+1crit= Bethytira the hardened leather cap (0 def, 3 armour) =+1crit=Requires: Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +9 Lck Physical save: +9 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Mana when firing critical spell: +1.00 Spell crit. chance: +5% Mental crit. chance: +5% A cap made of leather. |
Porata (5 def, 4 armour) =7cun8dex= Porata (5 def, 4 armour) =7cun8dex=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +6 Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +7 Cun / +8 Dex Changes resistances: +3% acid / +11% fire / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Arcravager' (0 def, 3 armour) =water= hardened leather cap 'Arcravager' (0 def, 3 armour) =water=Requires: Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +8% cold / +6% temporal / +3% lightning Allows you to breathe in: water Spell save: +3 (+1 eff.) A cap made of leather. |
Amytir the granite wardstone Amytir the granite wardstoneRequires: - Magic 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Reduce damage by fixed amount: +2 all Critical mult.: +10.00% Spell save: +10 (+3 eff.) Slows Projectiles: +15% Handheld warding devices |
flint wardstone 'Fulatomnir' flint wardstone 'Fulatomnir'Requires: - Magic 20 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 20 acid Changes resistances: +12% lightning / +6% acid Reduce damage by fixed amount: +3 all Maximum wards: +3 lightning Changes damage: +13% lightning Talent granted: +3 Ward Slows Projectiles: +20% Handheld warding devices |
Stormpulse StormpulseRequires: - Magic 25 - Willpower 25 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Changes resistances: +25% lightning / +25% cold / +25% mind Reduce damage by fixed amount: +4 all Maximum wards: +4 lightning / +4 cold / +4 mind Changes damage: +25% lightning / +25% cold / +25% mind Talent granted: +4 Ward Mindpower: +8 (+2 eff.) Mental crit. chance: +8% Slows Projectiles: +25% It looks like this wardstone was made from a mindstar. Deep in the crystal swirls a thunderstorm. |
obsidian wardstone 'Boltoath' obsidian wardstone 'Boltoath'Requires: - Magic 25 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning / 8 fire Changes resistances: +16% blight / +19% fire / +20% darkness / +21% acid Reduce damage by fixed amount: +4 all Maximum wards: +4 blight / +2 fire / +3 darkness / +4 acid Changes damage: +3% fire Reduced damage from: +14% Demon Talent granted: +4 Ward Slows Projectiles: +25% Handheld warding devices |
obsidian wardstone 'Swampwilder' obsidian wardstone 'Swampwilder'Requires: - Magic 25 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 12 nature Changes resistances: +8% physical / +7% darkness / +16% cold / +8% fire / +14% light Reduce damage by fixed amount: +4 all Maximum wards: +2 physical / +2 darkness / +3 cold / +2 fire / +3 light Changes damage: +14% light / +14% cold Talent granted: +11 Ward Critical mult.: +15.00% Spell save: +3 (+1 eff.) Mana each turn: +0.04 Maximum vim: +10.00 Light radius: +2 Slows Projectiles: +25% Handheld warding devices |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 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. |
18 bloodstone 18 bloodstone0.00 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. |
13 fire opal 13 fire opal0.00 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. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 pearl0.00 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) It can be used to combine with a suit of body armor (makes a non enchanted into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
836 alchemist agate 836 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Salille' brass lantern 'Salille'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Mag Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Spellpower: +6 (+2 eff.) Light radius: +4 See invisible: +6 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. |
alchemist's lamp 'Arthorig' alchemist's lamp 'Arthorig'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +3 Con Changes resistances: +8% blight Changes damage: +3% physical Life regen: +1.40 Maximum stamina: +15.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Elyrebressra (dig speed 24 turns) Elyrebressra (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +3% darkness / +5% arcane Spell save: +6 (+2 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)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 576.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of mindblast [power 129] (6 cooldown) steel torque of mindblast [power 129] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 9 beam (dam 64-129), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Storm's kiss [power 2] (14 cooldown) Storm's kiss [power 2] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +1 Str / +1 Mag It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Urihek' [power 46] (20 cooldown) elven-wood totem of thorny skin 'Urihek' [power 46] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Str / +1 Wil Changes resistances: +3% blight Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +12% blight Grants telepathy: Dragon Talents granted: +4 Rushing Claws +5 Lay Web +1 Ward It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Layedatha' [power 73] (8 cooldown) elm wand of conjuration 'Layedatha' [power 73] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Con Grants telepathy: Dragon It can be used to fire a bolt of a random element (dam 36-73), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
arcane ash wand of conjuration [power 151] (10 cooldown) arcane ash wand of conjuration [power 151] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Scaldvengeance the yew wand of conjuration [power 229] (10 cooldown) Scaldvengeance the yew wand of conjuration [power 229] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% cold / +6% nature / +3% temporal Changes damage: +6% fire Talent granted: +3 Strike It can be used to fire a bolt of a random element (dam 114-229), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Eilineyassra the elven-wood wand of conjuration [power 313] (10 cooldown) Eilineyassra the elven-wood wand of conjuration [power 313] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Wil Equilibrium when hit: +0.08 Maximum hate: +6.00 Maximum psi: +20.00 Mental crit. chance: +2% It can be used to fire a bolt of a random element (dam 156-313), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hanuharagas the elven-wood wand of conjuration [power 337] (10 cooldown) Hanuharagas the elven-wood wand of conjuration [power 337] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances penetration: +15% arcane / +5% mind Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast Critical mult.: +5.00% Maximum hate: +2.00 Maximum vim: +13.00 It can be used to fire a bolt of a random element (dam 168-337), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bloomspiker the dragonbone wand of clairvoyance [power 16] (10 cooldown) Bloomspiker the dragonbone wand of clairvoyance [power 16] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +15% mind Maximum wards: +4 lightning / +3 temporal / +4 blight / +4 fire / +4 cold Changes damage: +6% nature Talents granted: +4 Volcano +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By pom the Shalore Adventurer level 36
4th Regrowth 123rd year of Ascendancy at 02:22 see stats
By pom the Shalore Adventurer level 35
1st Regrowth 123rd year of Ascendancy at 17:49 see stats
By pom the Shalore Adventurer level 41
24th Regrowth 123rd year of Ascendancy at 04:21 see stats
By pom the Shalore Adventurer level 42
29th Regrowth 123rd year of Ascendancy at 10:50 see stats
By pom the Shalore Adventurer level 39
19th Regrowth 123rd year of Ascendancy at 19:52 see stats
By pom the Shalore Adventurer level 26
9th Haze 122nd year of Ascendancy at 19:14 see stats
By pom the Shalore Adventurer level 5
5th Mirth 122nd year of Ascendancy at 23:59 see stats
By pom the Shalore Adventurer level 38
15th Regrowth 123rd year of Ascendancy at 05:09 see stats
By pom the Shalore Adventurer level 36
4th Regrowth 123rd year of Ascendancy at 07:48 see stats
By pom the Shalore Adventurer level 25
8th Haze 122nd year of Ascendancy at 13:43 see stats
By pom the Shalore Adventurer level 23
67th Dusk 122nd year of Ascendancy at 13:14 see stats
By pom the Shalore Adventurer level 25
8th Haze 122nd year of Ascendancy at 16:17 see stats
By pom the Shalore Adventurer level 25
74th Dusk 122nd year of Ascendancy at 03:32 see stats
By pom the Shalore Adventurer level 44
29th Regrowth 123rd year of Ascendancy at 15:25 see stats
By pom the Shalore Adventurer level 10
16th Dusk 122nd year of Ascendancy at 07:37 see stats
By pom the Shalore Adventurer level 20
52nd Dusk 122nd year of Ascendancy at 22:04 see stats
By pom the Shalore Adventurer level 30
67th Haze 122nd year of Ascendancy at 03:10 see stats
By pom the Shalore Adventurer level 40
20th Regrowth 123rd year of Ascendancy at 16:42 see stats
By pom the Shalore Adventurer level 30
67th Haze 122nd year of Ascendancy at 05:53 see stats
By pom the Shalore Adventurer level 37
10th Regrowth 123rd year of Ascendancy at 20:34 see stats
By pom the Shalore Adventurer level 25
9th Haze 122nd year of Ascendancy at 01:25 see stats
By pom the Shalore Adventurer level 12
25th Dusk 122nd year of Ascendancy at 06:25 see stats
By pom the Shalore Adventurer level 38
15th Regrowth 123rd year of Ascendancy at 08:30 see stats
By pom the Shalore Adventurer level 28
16th Haze 122nd year of Ascendancy at 09:07 see stats
By pom the Shalore Adventurer level 28
15th Haze 122nd year of Ascendancy at 02:24 see stats
By pom the Shalore Adventurer level 22
61st Dusk 122nd year of Ascendancy at 02:49 see stats
By pom the Shalore Adventurer level 44
48th Regrowth 123rd year of Ascendancy at 21:11 see stats
By pom the Shalore Adventurer level 25
74th Dusk 122nd year of Ascendancy at 03:35 see stats
By pom the Shalore Adventurer level 19
51st Dusk 122nd year of Ascendancy at 13:37 see stats
By pom the Shalore Adventurer level 35
10th Allure 123rd year of Ascendancy at 23:12 see stats
Log
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to worldmap here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Saving done.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Pom deactivates Shielding.
Pom deactivates Reality Smearing.
Pom deactivates Hurricane.
Pom deactivates Beyond the Flesh.
Pom deactivates Lightning Infusion.
Pom deactivates Stealth.
Pom deactivates Arcane Shield.
Pom deactivates Skate.
Pom deactivates Thunderstorm.
The furious lightning storm around pom calms down and disappears.
Pom deactivates Feather Wind.
Pom deactivates Energy Decomposition.
Pom deactivates Tempest.
Pom deactivates Chant of Fortress.
Pom deactivates Kinetic Shield.
Pom deactivates Thermal Shield.
Pom deactivates Spellcraft.
Pom deactivates Quicken Spells.