Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. 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. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Everything is Unique! 1.3.1Bite-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 1.3.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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:
Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Archmage |
Level / Exp | 120 / 21% |
Size | big |
Lifes / Deaths | Killed by mage's Inner Demon at level 66 on the 1st Summertide 122nd year of Ascendancy at 15:07 / 5Killed by mage's Inner Demon at level 107 on the 27th Dusk 122nd year of Ascendancy at 09:19 Killed by Glorytta the nightmare horror at level 107 on the 27th Dusk 122nd year of Ascendancy at 10:59 Killed by Zubogaba the brittle clear ooze at level 117 on the 41st Dusk 122nd year of Ascendancy at 14:49 Killed by Poleth the slimy ooze at level 119 on the 41st Dusk 122nd year of Ascendancy at 21:43 |
Primary Stats
Strength | 81 (base 60) |
Dexterity | 100 (base 15) |
Constitution | 112 (base 60) |
Magic | 203 (base 130) |
Willpower | 237 (base 130) |
Cunning | 235 (base 130) |
Resources
Life | 10240/10240 |
Mana | 1931/2038 |
Psi | 327/327 |
Equilibrium | 20 |
Healing Factor | 1.71 |
Regeneration | 44.039012695067 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +38.229285944702% |
Spell | +38.229285944702% |
Global | +200% |
Vision
Sight | 10 |
Lite | -4 |
Infravision | 18 |
See Stealth | 60.236734614211 |
See Invisible | 186.08341007563 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 233 |
Accuracy | 89 |
Crit Chance | 174% |
APR | 106 |
Speed | 0.91 |
Offense: Spell
Spellpower | 119.77735008888 |
Crit Chance | 100% |
Speed | 0.72343569827891 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 109.98333333333 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +18% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 70 (42%) |
Defense | 115.78455370927 |
Ranged Defense | 115.78455370927 |
Fatigue | 0 |
Physical Save | 128.98928571429 |
Spell Save | 122.33928571429 |
Mental Save | 114.55 |
Defense: Resistances
All | + 54%( 82%) |
Defense: Immunities
Stun Resistance | 94% |
Confusion Resistance | 100% |
Poison Resistance | 49% |
Blind Resistance | 26% |
Silence Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 61% |
Disarm Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1388% over 16 turns and instantly restoring 69 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1235 life over 8 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 564 damage for 9 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1032% over 16 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 1176 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 10/5 |
| 4/5 |
| 11/5 |
| 11/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane elements | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Arcane | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 7/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 11/5 |
| 12/5 |
| 2/5 |
| 11/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 2/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Spell / Mana alchemy | 0.80 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Aegis | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 11/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.90 |
| 1/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 12/5 |
| 10/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Mage Wind |
talent | Arcane Power |
talent | Spellcraft |
talent | Pure Aether |
talent | Wildfire |
talent | Hurricane |
talent | Mage Armour |
talent | Quicken Spells |
talent | Chant of Resistance |
talent | Burning Wake |
talent | Phantasmal Shield |
talent | Arcane Depths |
talent | Elemental Harmony |
talent | Shielding |
talent | Tempest |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by mage. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 Cunning by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 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: 89. | active |
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. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Cobrarot (0 def, 13 armour) Cobrarot (0 def, 13 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -5% Changes stats: +2 Str / +31 Dex / +3 Mag / +4 Wil / +8 Cun / +4 Con / +42 Lck Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +5% blight Changes damage: +6% arcane Critical mult.: +15.00% Stealth bonus: +45 Maximum encumbrance: +50 Physical save: +29 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +14 (+2 eff.) Silence immunity: +100% Confusion immunity: +97% Stun/Freeze immunity: +89% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Infravision radius: +3 Defense after a teleport: +21 Resist all after a teleport: +14% New effects duration reduction after a teleport: +35% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 11 turns. A pair of boots made of leather. |
Quiver | 553 alchemist agate 553 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Ebonyknave the brass lantern Ebonyknave the brass lanternInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +14 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 darkness Changes stats: +4 Wil / +15 Cun / +2 Con Changes resistances: +7% blight / +7% arcane Changes resistances penetration: +14% all Changes damage: +9% light / +3% temporal Critical mult.: +12.00% Physical save: +12 (+2 eff.) Spell save: +29 (+4 eff.) Blindness immunity: +26% Confusion immunity: +24% Pinning immunity: +25% Stun/Freeze immunity: +5% Life regen: +2.20 Maximum life: +96.00 Light radius: -11 Infravision radius: +15 See stealth: +9 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 73 for 7 turns. The radius will increase with your Cunning. 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. |
On head | elven-silk wizard hat 'Furnacerebel' (3 def, 0 armour) elven-silk wizard hat 'Furnacerebel' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +17 Mag / +30 Wil / +27 Cun / +9 Con Changes resistances: +8% lightning / +7% temporal / +55% darkness / +8% fire / +8% nature / +8% acid / +20% physical / +8% blight / +7% cold / +8% light Changes resistances penetration: +5% fire Changes damage: +15% acid / +20% physical / +38% darkness / +15% lightning / +3% mind / +12% cold / +35% arcane / +15% fire Grants telepathy: Dragon Critical mult.: +5.00% Physical save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Mana each turn: +2.70 Psi each turn: +0.40 Mana when hit: +2.80 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum mana: +85.00 Maximum hate: +17.00 Spellpower: +16 (+2 eff.) Mindpower: +32 (+5 eff.) Mental crit. chance: +14% It can be used to activate talent Manaflow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Toreruirig the stralite torque of clear mind [power 10] (13 cooldown) Toreruirig the stralite torque of clear mind [power 10] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Changes stats: +5 Dex / +5 Con Maximum wards: +11 physical / +17 mind / +17 darkness Changes resistances penetration: +5% arcane Changes damage: +6% physical Talents cooldown: Telekinetic Blast (+20 turn) Silence (+5 turn) Talents granted: +16 Telekinetic Blast +5 Silence +4 Ward Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Vim when firing critical spell: +2.00 Maximum vim: +10.00 It can be used to absorb and nullify at most 10 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 26 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | treant's voratun ring of pilfering treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Changes resistances: +15% nature / +15% blight Poison immunity: +29% Disease immunity: +28% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Grinidin GrinidinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +41 (+8 eff.) Armour penetration: +15 Defense: +15 (+2 eff.) Effects on melee hit: * 59% chance to corrode armour Changes stats: +16 Dex / +16 Wil / +33 Cun / +15 Con Changes resistances: +18% physical / +42% nature / +6% mind Changes damage: +18% nature / +18% physical Spell save: +53 (+8 eff.) Mental save: +13 (+2 eff.) Disease immunity: +45% Disarm immunity: +44% Confusion immunity: +60% Pinning immunity: +36% Knockback immunity: +35% Teleport immunity: +10% Life regen: +1.40 Maximum life: +117.00 Maximum stamina: +101.00 Mindpower: +26 (+4 eff.) Healing mod.: +26% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | hardened leather belt 'Hulin' hardened leather belt 'Hulin'Requires: - Level 15 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +26.0% Physical power: +23 (+5 eff.) Armour: +11 Defense: +11 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +3% mind / +7% arcane Changes resistances penetration: +5% arcane Changes damage: +9% mind / +3% arcane Reduced damage from: +57% Summoned Critical mult.: +33.00% Physical save: +30 (+4 eff.) Spell save: +14 (+2 eff.) Mental save: +22 (+4 eff.) Spellpower: +22 (+3 eff.) Spell crit. chance: +5% Mindpower: +8 (+1 eff.) Mental crit. chance: +11% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In main hand | Lightobsidian the dragonbone starstaff (30-36 power, 6 apr, physical element) Lightobsidian the dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 59% chance to disease Damage (Melee): +8 acid / +19 draining blight / +8 light Burst (radius 1) on hit: +4 light When wielded/worn: Armour: +12 Armour Hardiness: +12% Defense: +22 (+4 eff.) Effects on melee hit: * 45% chance to blind Damage (Melee): 105 fire / 12 % chance of confusion Changes stats: +6 Mag / +6 Wil / +7 Con Changes resistances: +9% acid Changes damage: +30% temporal / +30% light / +12% blight / +30% darkness / +30% physical Talent granted: +1 Command Staff Critical mult.: +110.00% Physical save: +27 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Life regen: +2.00 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +203.00 Spellpower: +90 (+13 eff.) Spell crit. chance: +28% Light radius: +4 See invisible: +58 Healing mod.: +30% Life leech chance: +15% Life leech: +15% Damage Shield penetration: +49% It can be used to conjure elemental energy in a radius 10 cone, dealing 275.20 - 330.24 physical damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | drakeskin leather gloves of dispersion (0 def, 3 armour) drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 8 arcane Changes stats: +8 Mag / +5 Wil Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 9 cooldown : Effective talent level: 3.9 Power cost: 9 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. |
Main armor | Ulfolafang the Furnacecutter (38 def, 9 armour) Ulfolafang the Furnacecutter (38 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +15 Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Armour: +9 Defense: +38 (+6 eff.) Fatigue: -6% Changes stats: +6 Mag / +8 Wil / +6 Cun Changes resistances: +20% acid / +16% physical / +30% light / +56% fire / +14% cold / +9% darkness Changes damage: +21% acid / +9% physical / +21% darkness / +9% cold / +23% fire / +44% light / +18% all Talent cooldown: Refit Golem (-4 turns) Physical save: +70 (+10 eff.) Mental save: +66 (+10 eff.) Maximum life: +40.00 Spellpower: +42 (+6 eff.) Spell crit. chance: +14% Mindpower: +8 (+1 eff.) Mental crit. chance: +8% Light radius: +3 Combat speed: +10% Healing mod.: +15% Chance to avoid any damage: +8% It can be used to activate talent Shattering Shout, placing all other charms into a 16 cooldown : Effective talent level: 5.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 488.21 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Elanne (28 def, 0 armour) Elanne (28 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +28 (+5 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to disease Changes resistances: +23% temporal / +31% light / +24% fire / +3% cold / +54% darkness Changes resistances penetration: +18% darkness Changes damage: +25% darkness Critical mult.: +26.00% Stealth bonus: +55 Physical save: +28 (+4 eff.) Spell save: +3 (+0 eff.) Mental save: +30 (+5 eff.) Poison immunity: +20% Disarm immunity: +15% Confusion immunity: +15% Only die when reaching: -50.00 life Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stralite amulet 'Cracklejeer' stralite amulet 'Cracklejeer'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +24 Physical crit. chance: +18.0% Armour: +14 Defense: +20 (+3 eff.) Fatigue: -9% Effects on melee hit: * 62% chance to daze Damage when hit (Melee): 8 mind / 12 lightning Changes stats: +9 Str / +18 Dex / +17 Mag / +19 Wil Changes resistances: +6% mind / +6% lightning Changes resistances cap: +12% all Changes resistances penetration: +20% lightning Changes damage: +9% mind Critical mult.: +53.00% Physical save: +46 (+7 eff.) Mental save: +26 (+4 eff.) Confusion immunity: +40% Life regen: +3.80 Mana each turn: +0.99 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +104.00 Mindpower: +26 (+4 eff.) Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
enchantment rune (+19 for 20 turns) enchantment rune (+19 for 20 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 20 turns. This enchantment increases your accuracy and armour by 19 and adds 35 arcane damage to all your hits. 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. |
Belomarab the Tempesttooth Belomarab the TempesttoothPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +21 Physical crit. chance: +14.0% Fatigue: -30% Damage (Melee): 11 light / 6 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 11% chance to blind Damage when hit (Melee): 4 lightning / 4 arcane / 4 blight Changes stats: +8 Str / +24 Dex / +4 Mag / +10 Wil / +14 Cun / +16 Con Changes resistances: +22% temporal Changes resistances penetration: +10% lightning Changes damage: +11% light / +11% darkness Talent masteries: +0.28 Wild-gift / Harmony +0.28 Spell / Stone Critical mult.: +48.00% Pinning immunity: +38% Knockback immunity: +34% Life regen: +8.00 Stamina each turn: +1.50 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Spell crit. chance: +2% Movement speed: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Nerevena the copper amulet Nerevena the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +13% lightning / +6% temporal / +12% cold / +13% fire / +6% acid Changes resistances penetration: +5% acid Changes damage: +3% acid / +3% temporal Stun/Freeze immunity: +22% Amulets can have magical properties. |
Xilekira the Cystwisp Xilekira the CystwispPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +12 Defense: +31 (+5 eff.) Fatigue: -2% Damage when hit (Melee): 4 physical Changes stats: +7 Str / +9 Dex / +8 Mag / +7 Wil / +7 Cun / +10 Con / +13 Lck Changes resistances: +3% nature / +10% physical Changes resistances cap: +10% all Changes resistances penetration: +10% temporal Changes damage: +14% acid / +8% physical / +14% cold / +14% lightning / +13% fire Critical mult.: +9.00% Maximum encumbrance: +10 Physical save: +86 (+12 eff.) Spell save: +37 (+5 eff.) Mental save: +38 (+6 eff.) Stamina each turn: +0.80 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Combat speed: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
starlit copper amulet of cunning (+2) starlit copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
starseer's gold amulet of soulsearing starseer's gold amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% temporal / +7% light / +11% blight / +11% fire / +7% physical / +7% darkness Critical mult.: +15.00% Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
transparent shiny aurastone transparent shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 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. |
Brodoruista the elm starstaff (10-12 power, 2 apr, physical element) Brodoruista the elm starstaff (10-12 power, 2 apr, physical element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 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% Damage (Melee): +8 arcane Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Defense: +6 (+1 eff.) Effects on melee hit: * 6% chance to blind * 10% chance to disease Changes resistances: +9% blight Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 382.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
Burnpiercer (21-25.2 power, 3 apr, temporal element) Burnpiercer (21-25.2 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 60% chance to corrode armour Damage (Melee): +22 draining blight / +4 fire When wielded/worn: Physical crit. chance: +10.0% Armour: +18 Defense: +17 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour * 11% chance to disease Damage (Melee): 27 arcane / 46 fire Damage when hit (Melee): 20 acid Changes stats: +3 Mag / +5 Cun / +5 Con Changes resistances: +6% temporal Maximum wards: +3 fire / +6 temporal Changes resistances penetration: +10% acid / +10% temporal / +5% mind Changes damage: +9% fire / +27% temporal Talents granted: +1 Command Staff +6 Ward Critical mult.: +68.00% Physical save: +18 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Vim when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +50.00 Maximum vim: +50.00 Maximum neg.energy: +32.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +12% See invisible: +22 Life leech chance: +18% Life leech: +18% It can be used to conjure elemental energy in a radius 4 cone, dealing 245.62 - 294.75 temporal damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Lisamina the dragonbone starstaff (30-36 power, 6 apr, physical element) Lisamina the dragonbone starstaff (30-36 power, 6 apr, physical element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 mind Burst (radius 1) on hit: +8 acid When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Damage (Melee): 30 fire Damage when hit (Melee): 16 acid Changes resistances: +6% acid Maximum wards: +2 acid / +2 physical Changes damage: +9% acid / +30% physical Talents granted: +5 Ward +1 Command Staff Critical mult.: +34.00% Mana each turn: +0.28 Maximum mana: +100.00 Spellpower: +28 (+4 eff.) Spell crit. chance: +8% See invisible: +13 It can be used to project a bolt from the staff (to range 10) dealing 275.20 - 330.24 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Olyruichik (30-36 power, 6 apr, fire element) Olyruichik (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +12 acid / +19 draining blight When wielded/worn: Physical crit. chance: +12.0% Armour: +24 Defense: +23 (+4 eff.) Effects on melee hit: * 45% chance to corrode armour Changes resistances: +3% cold Maximum wards: +3 temporal / +3 fire Changes resistances penetration: +10% mind Changes damage: +30% temporal / +30% fire Talents granted: +1 Command Staff +1 Dual Staff +10 Ward Critical mult.: +20.00% Mental save: +20 (+3 eff.) Stun/Freeze immunity: +25% Mana each turn: +0.28 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Casting speed: +20% Life leech chance: +15% Life leech: +15% Paradox regeneration: -5.00 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 14 turns. Staves designed for wielders of magic, by the greats of the art. |
Rotbolt the elm vilestaff (10-12 power, 2 apr, blight element) Rotbolt the elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 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% On weapon hit: * Slows global speed by 20% When wielded/worn: Changes stats: +4 Cun / +2 Mag Changes resistances penetration: +5% nature Changes damage: +10% blight Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +30.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 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: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earahek the Offalwing (4 def, 3 armour) Earahek the Offalwing (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 nature Changes resistances: +3% nature / +11% physical Changes resistances penetration: +5% nature Changes damage: +3% nature / +11% physical Physical save: +17 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velata the elven-silk robe (30 def, 0 armour) Velata the elven-silk robe (30 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +5 Wil Changes resistances: +21% acid / +37% temporal / +28% darkness / +20% fire / +16% blight / +13% cold / +26% mind / +20% physical Changes damage: +13% acid / +37% temporal / +12% cold / +11% fire / +14% physical Talent cooldown: Refit Golem (-5 turns) Critical mult.: +5.00% Physical save: +16 (+2 eff.) Spell save: +42 (+6 eff.) Mental save: +51 (+8 eff.) Life regen: +4.70 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +74.00 Spellpower: +6 (+1 eff.) Healing mod.: +30% 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. |
linen robe (2 def, 0 armour) linen robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (2 def, 0 armour) mindwoven linen robe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Mental save: +15 (+2 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of time (+12%) (2 def, 0 armour) mindwoven linen robe of time (+12%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +15 (+2 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe (12 def, 0 armour) stargazer's elven-silk robe (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +4 Cun Changes damage: +12% light / +15% darkness Spellpower: +7 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Stamina each turn: +0.30 Maximum stamina: +14.00 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
pair of rough leather boots 'Galewedge' (4 def, 1 armour) pair of rough leather boots 'Galewedge' (4 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Armour: +1 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -11% Damage when hit (Melee): 4 lightning / 8 nature / 8 arcane Changes stats: +5 Str / +3 Dex / +3 Wil / +5 Cun / +10 Con Changes resistances: +13% lightning / +6% temporal / +15% nature / +7% arcane Changes resistances penetration: +6% physical Changes damage: +3% lightning / +6% physical / +6% nature Physical save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Life regen: +2.30 Stamina each turn: +0.80 Maximum life: +71.00 Spellpower: +4 (+1 eff.) Mindpower: +5 (+1 eff.) Movement speed: +20% Healing mod.: +14% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Eremerion the linen wizard hat (5 def, 4 armour) Eremerion the linen wizard hat (5 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% acid / +11% temporal / +3% light / +6% cold Changes damage: +12% arcane / +11% temporal Only die when reaching: -80.00 life Maximum mana: +24.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Zubymiwyn' (0 def, 1 armour) rough leather cap 'Zubymiwyn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 blight Changes stats: +2 Str / +5 Dex / +1 Mag / +2 Wil / +2 Cun Changes resistances: +3% blight Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) Light radius: +2 See invisible: +9 A cap made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Porylratira the sandstone wardstone Porylratira the sandstone wardstoneRequires: - Magic 10 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Con / +2 Wil Reduce damage by fixed amount: +1 all Critical mult.: +5.00% Mental save: +6 (+1 eff.) Life regen: +1.40 Hate each turn: +0.20 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum life: +15.00 Maximum hate: +6.00 Spellpower: +10 (+1 eff.) Slows Projectiles: +10% Handheld warding devices |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
172 alchemist agate 172 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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 Latent Damage Type: Acid 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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 Latent Damage Type: Nature 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 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 31 power out of 70/70) : Effective talent level: 2.0 Power cost: 31 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 120.50 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. |
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. |
2 garnet 2 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (4/4) Rod of Recall (4/4)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 89 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. |
Drops of Blood (0/0, 50-60 power, 15 apr) Drops of Blood (0/0, 50-60 power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stats: 50% Cun, 70% Dex Damage type: Hindering blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 0 When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Glimmerfury [power 25] (9 cooldown) Glimmerfury [power 25] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Wil Changes resistances penetration: +5% mind Critical mult.: +5.00% Mindpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Cleansegash the elven-wood totem of cure ailments [power 4] (5 cooldown) Cleansegash the elven-wood totem of cure ailments [power 4] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes resistances: +6% light / +9% darkness / +12% nature Changes resistances penetration: +10% nature Changes damage: +3% darkness / +6% nature / +3% light Talent granted: +5 Lay Web It can be used to remove up to 4 poisons or diseases from a target within range 13 (Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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% Latent Damage Type: Cold 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 ametrine 14 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By mage the Superhuman Archmage level 99
17th Dusk 122nd year of Ascendancy at 09:43 see stats
By mage the Superhuman Archmage level 73
2nd Summertide 122nd year of Ascendancy at 06:21 see stats
By mage the Superhuman Archmage level 10
79th Pyre 122nd year of Ascendancy at 09:19 see stats
By mage the Superhuman Archmage level 20
3rd Mirth 122nd year of Ascendancy at 15:58 see stats
By mage the Superhuman Archmage level 30
4th Mirth 122nd year of Ascendancy at 17:38 see stats
By mage the Superhuman Archmage level 40
9th Mirth 122nd year of Ascendancy at 05:08 see stats
By mage the Superhuman Archmage level 50
9th Mirth 122nd year of Ascendancy at 14:37 see stats
By mage the Superhuman Archmage level 100
17th Dusk 122nd year of Ascendancy at 10:54 see stats
By mage the Superhuman Archmage level 4
74th Pyre 122nd year of Ascendancy at 15:41 see stats
By mage the Superhuman Archmage level 119
41st Dusk 122nd year of Ascendancy at 23:19 see stats
By mage the Superhuman Archmage level 110
40th Dusk 122nd year of Ascendancy at 16:23 see stats
By mage the Superhuman Archmage level 75
9th Flare 122nd year of Ascendancy at 07:38 see stats
By mage the Superhuman Archmage level 76
5th Dusk 122nd year of Ascendancy at 02:34 see stats
By mage the Superhuman Archmage level 57
10th Mirth 122nd year of Ascendancy at 11:01 see stats
By mage the Superhuman Archmage level 111
40th Dusk 122nd year of Ascendancy at 17:35 see stats
By mage the Superhuman Archmage level 106
18th Dusk 122nd year of Ascendancy at 02:28 see stats
By mage the Superhuman Archmage level 56
10th Mirth 122nd year of Ascendancy at 00:50 see stats
Log
You gain 0.23 gold from the transmogrification of voratun greatsword of corruption (61.5-98.4 power, 4 apr).
You gain 0.43 gold from the transmogrification of thunderous iron greatsword of crippling (14-22.4 power, 1 apr).
You gain 2.49 gold from the transmogrification of Shadowwither (49.5-79.2 power, 2 apr).
You gain 1.03 gold from the transmogrification of Cuthothad the dwarven-steel greatsword (40-64 power, 2 apr).
You gain 3.38 gold from the transmogrification of Armagoleg the Smoldermonster (56-89.6 power, 2 apr).
You gain 0.66 gold from the transmogrification of paladin's stralite greatmaul of evisceration (54.5-81.75 power, 3 apr).
You gain 0.26 gold from the transmogrification of blazebringer's steel greatmaul of purging (30-45 power, 2 apr).
You gain 1.23 gold from the transmogrification of steel battleaxe 'Beledann' (28-42 power, 2 apr).
You gain 0.98 gold from the transmogrification of Lustreroar the dwarven-steel battleaxe (35.5-53.25 power, 2 apr).
You gain 0.14 gold from the transmogrification of lightning rune (589 lightning damage).
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Mage deactivates Elemental Harmony.
Mage deactivates Wildfire.
Mage deactivates Arcane Power.
Mage deactivates Tempest.
Mage deactivates Shielding.
Mage deactivates Mage Wind.
Mage deactivates Mage Armour.
Mage deactivates Pure Aether.
Mage deactivates Arcane Shield.
Mage deactivates Chant of Resistance.
Mage deactivates Arcane Depths.
Mage deactivates Phantasmal Shield.
Mage deactivates Burning Wake.
Mage deactivates Spellcraft.
Mage deactivates Blur Sight.
Mage deactivates Keen Senses.
Mage deactivates Hurricane.
Mage deactivates Quicken Spells.