Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Arcanist |
Level / Exp | 62 / 25% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 22 on the 8th Mirth 122nd year of Ascendancy at 09:28 0 / 7Killed by Lisuda the dredgling at level 45 on the 2nd Flare 122nd year of Ascendancy at 01:00 Killed by Lisuda the dredgling at level 46 on the 2nd Flare 122nd year of Ascendancy at 07:49 Killed by elven guard at level 49 on the 5th Flare 122nd year of Ascendancy at 08:30 Killed by armoured skeleton warrior at level 50 on the 8th Dusk 122nd year of Ascendancy at 18:11 Killed by Xanurawe the skeleton archer at level 51 on the 9th Dusk 122nd year of Ascendancy at 11:28 Killed by Xanurawe the skeleton archer at level 52 on the 9th Dusk 122nd year of Ascendancy at 16:08 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 65 (base 57) |
Magic | 84 (base 72) |
Willpower | 80 (base 67) |
Cunning | 44 (base 37) |
Resources
Life | 1105/1105 |
Mana | 464/515 |
Positive | 0/210 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 3 |
Infravision | 2 |
See Stealth | 16.58270013165 |
See Invisible | 48.541185241551 |
Offense: Barehand
Damage | 26 |
Accuracy | 34 |
Crit Chance | 35% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65.413460384987 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 44.533333333333 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 52.833706877613 |
Ranged Defense | 53.833706877613 |
Fatigue | 1 |
Physical Save | 46.9 |
Spell Save | 55.133333333333 |
Mental Save | 41.8 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 641% 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. |
Class Talents
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 6/5 |
| 5/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / High magic | 1.30 |
| 6/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Distort | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.30 |
| 5/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Race / Higher | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Premonition |
talent | Shielding |
talent | Time Lash |
talent | Arcane Power |
talent | Phantasmal Shield |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Blur Sight |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
beneficial effect | The target has 27% chance to evade melee attacks and gains 17 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Equipment
On feet | pair of rough leather boots 'Layelrawe' (14 def, 1 armour) pair of rough leather boots 'Layelrawe' (14 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +1 Defense: +14 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +7% physical Physical save: +12 Spell save: +3 Pinning immunity: +5% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 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 27% chance to completely evade them and granting you 17 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
On hands | Aeroyalen the Murklace (0 def, 2 armour) Aeroyalen the Murklace (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 Physical power: +13 Armour: +2 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 7 arcane Changes stats: +4 Str / +4 Dex / +6 Mag / +6 Wil Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) insulating linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% lightning / +6% fire / +5% cold Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
Tool | Beriregoyon the Cloudpiercer [power 193] (30/6 cooldown) Beriregoyon the Cloudpiercer [power 193] (30/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Con / +2 Wil Maximum wards: +3 lightning / +3 temporal / +3 blight / +4 fire / +3 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 193 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring of frost (+24%) steel ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
On fingers | titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Main armor | cashmere robe 'Shocknull' (6 def, 4 armour) cashmere robe 'Shocknull' (6 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +6 Damage when hit (Melee): 20 lightning / 20 blight Changes stats: +4 Mag / +4 Wil / +7 Cun Changes resistances: +15% acid / +13% physical / +22% light / +6% blight / +13% fire / +6% lightning / +15% cold Changes resistances penetration: +15% lightning Changes damage: +10% acid / +10% physical / +15% light / +10% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Critical mult.: +16.00% Physical save: +21 Silence immunity: +32% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Spellpower: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | scorching alchemist's lamp scorching alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +8% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Obsidianreeve (2 def, 0 armour) Obsidianreeve (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 20 darkness / 12 arcane Changes stats: +2 Str / +3 Con Changes resistances: +7% acid / +3% darkness / +8% cold / +7% fire / +5% arcane / +7% lightning Changes damage: +3% darkness Physical save: +8 Mental save: +8 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. |
Around waist | spiritwalker's hardened leather belt of the mystic spiritwalker's hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag Mental save: +7 Mana each turn: +0.10 Maximum mana: +20.00 Spellpower: +4 A belt that goes around your waist. |
Inventory
clarifying gold amulet of mastery (0.21 Spell / Distort) clarifying gold amulet of mastery (0.21 Spell / Distort)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.21 Spell / Distort Confusion immunity: +21% Amulets can have magical properties. |
clarifying gold amulet of strength (+2) clarifying gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% mind Confusion immunity: +28% Amulets can have magical properties. |
copper amulet 'Bileguile' copper amulet 'Bileguile'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature / 16 acid Changes stats: +3 Con Changes resistances: +12% nature / +3% acid Amulets can have magical properties. |
wanderer's copper amulet of the eclipse wanderer's copper amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to inflict damage reduction * 7% chance to blind Changes stats: +3 Dex / +4 Cun / +4 Con Changes damage: +6% light / +5% darkness Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (14-18.2 power, 7 apr)dwarven-steel dagger (14-18.2 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 14.0 - 18.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of vileness (18-23.4 power, 7 apr)quick dwarven-steel dagger of vileness (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon hit: * 16% chance to disease Damage (Melee): +14 blight When wielded/worn: Accuracy: +9 Changes stats: +4 Dex Sharp, short and deadly. |
cruel elm magestaff of fate (10-12 power, 2 apr, fire element) cruel elm magestaff of fate (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 Spell save: +6 Mental save: +6 Spellpower: +3 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Hettegodir the hardened leather belt Hettegodir the hardened leather beltInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 Damage when hit (Melee): 4 blight Changes stats: +3 Con Changes resistances: +9% acid / +15% temporal / +19% lightning / +12% blight Changes resistances penetration: +10% blight Changes damage: +12% blight / +12% temporal Spell save: +11 Mental save: +10 Mindpower: +8 Size category: +1 A belt that goes around your waist. |
Dazzleenvy the cashmere robe (11 def, 9 armour) Dazzleenvy the cashmere robe (11 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +9 Defense: +11 Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 light Changes stats: +4 Cun / +6 Mag Changes resistances: +3% lightning / +8% light / +50% darkness Changes resistances penetration: +5% light Changes damage: +26% darkness / +25% light Physical save: +23 Mental save: +24 Maximum life: +49.00 Spellpower: +8 Spell crit. chance: +8% Mindpower: +3 Mental crit. chance: +4% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
47 alchemist agate 47 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. |
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 Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 32 turns) dwarven-steel pickaxe of endurance (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade 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 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 38.18 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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, 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. |
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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 arcane / +1 mind Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 20 power out of 24/24) : Effective talent level: 2.6 Power cost: 20 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 195.97 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Cas the Higher Arcanist level 10
78th Pyre 122nd year of Ascendancy at 04:32 see stats
By Cas the Higher Arcanist level 20
8th Mirth 122nd year of Ascendancy at 04:50 see stats
By Cas the Higher Arcanist level 30
9th Mirth 122nd year of Ascendancy at 10:08 see stats
By Cas the Higher Arcanist level 40
1st Flare 122nd year of Ascendancy at 19:57 see stats
By Cas the Higher Arcanist level 5
74th Pyre 122nd year of Ascendancy at 22:32 see stats
Log
Yeek illusion says: 'What do you want?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Where are you going?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Where are you going?'
Yeek illusion says: 'Who are you?'
Yeek illusion says: 'What do you want?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Do you have anything worth living for?'
Yeek illusion says: 'What do you want?'
Yeek illusion says: 'Do you have anything worth living for?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Do you have anything worth living for?'
Yeek illusion says: 'What do you want?'
Yeek illusion says: 'Where are you going?'
Yeek illusion says: 'Where are you going?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Do you have anything worth living for?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'Who are you?'
Yeek illusion says: 'Who are you?'
Yeek illusion says: 'Where are you going?'
Yeek illusion says: 'Do you have anything worth living for?'
Yeek illusion says: 'Who are you?'
Yeek illusion says: 'Why are you here?'
Yeek illusion says: 'What do you want?'
Yeek illusion says: 'What do you want?'