











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 31 / 57% |
Size | medium |
Lifes / Deaths | Killed by Layolramina the corrupted acidic digestor at level 31 on the 59th Regrowth 123rd year of Ascendancy at 11:08 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 22 (base 11) |
Constitution | 31 (base 10) |
Magic | 117 (base 60) |
Willpower | 97 (base 60) |
Cunning | 45 (base 11) |
Resources
Life | -119/423 |
Mana | 552/979 |
Healing Factor | 1.1658714593979 |
Regeneration | 2.6232107836452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 16 |
See Invisible | 36 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 46 |
Accuracy | 25 |
Crit Chance | 33% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 25 |
Crit Chance | 34% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 54% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +40% |
Mind | +30% |
Temporal | +15% |
Blight | +4% |
Acid | +6% |
Fire | +35% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Mind | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 48 |
Mental Save | 50 |
Defense: Resistances
Lightning | + 42%( 70%) |
Nature | + 28%( 70%) |
Darkness | + 27%( 70%) |
Blight | + 33%( 70%) |
Mind | + 33%( 70%) |
Fire | + 54%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Silence Resistance | 75% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 802% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1302% for 10 turns (279 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +6 Mag +2 Wil dps ---------- Spell.crit +1% ----- def ----- Armour +3 ---------- misc Mana/turn +0.38 Max.mana +41.00 Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +15% temporal Res.pen +5% lightning Melee Ret 21 fire ----- def ----- Resists +7% blight +7% fire +8% darkness +12% lightning Mind.save +7 (+3 eff.) ---------- misc Light +4 Infravis +4 See.Stealth +10 See.Invis +16 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+7 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 104.96 fire and 77.75 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | ![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +10 Mag +2 Cun dps ---------- Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +9% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil +6 Cun dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Blind- +22% Silence- +22% ---------- misc Mana/turn +0.17 Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil +2 Con dps ---------- Acc +5 (+3 eff.) Apr +2 ----- def ----- Spell.save +10 (+3 eff.) Die.at -40.00 life Silence- +53% ---------- misc Mana/turn +0.22 Max.stam +16.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +3 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% S.pwr/crit +3 Mov.spd +10% Dmg.mod +6% acid ----- def ----- Fatigue -4% Resists +12% mind Die.at -20.00 life HP.reg +2.00 Confus- +20% ---------- misc Stam/turn +0.50 Mana/turn +0.21 Max.mana +27.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +3% Crit.mult +23.00% Phys.pwr +10 (+5 eff.) Spell.pwr +29 (+7 eff.) Melee+ 29 fire Dmg.mod +18% mind +25% lightning Acc +9 (+5 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ---------- misc Mana/turn +0.30 Psi/ret +0.04 Max.mana +59.00 Max.psi +10.00 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.12 Max.mana +25.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Psionic Power 108% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness Against +9% Living On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 25% While equipped: Stats +6 Str +4 Dex +5 Mag +10 Wil +4 Cun +11 Con dps ---------- Res.pen +10% arcane ----- def ----- Max.HP +22.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil +3 Cun dps ---------- Spell.crit +5% Mind.crit +5% Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Spell.crit +11% Mind.crit +4% Spell.pwr +17 (+4 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Resists +15% all Mind.save +21 (+7 eff.) ---------- misc Mana/turn +0.24 Max.mana +82.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 573% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 691% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 831% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 125 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 178 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego++] Master While equipped: Stats +3 Dex +4 Cun +5 Con dps ---------- Crit.mult +12.00% Mov.spd +10% Acc +6 (+3 eff.) Apr +12 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +20% fire On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% mind +18% nature HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Resists +13% acid +25% fire +16% lightning +25% cold Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Nature Power 175% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 darkness +23 nature On Hit: * 20% chance to reduce damage dealt by 25% While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Spell.save +18 (+6 eff.) HP.reg +4.00 Confus- +20% ---------- misc Light +2 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane Power 166% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +19 fire Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 temporal On Crit: * Splash the target with acid dealing 196 damage over 5 turns and reducing armor and accuracy by 25 While equipped: Stats +8 Wil dps ---------- Dmg.mod +15% arcane +9% temporal ----- def ----- Resists +9% temporal Spell.save +9 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Power 157% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Phasing +30% While equipped: Stats +6 Str +7 Con dps ---------- Phys.crit +3.0% Phys.pwr +42 (+20 eff.) Res.pen +19% physical ----- def ----- Disease- +20% Disarm- +41% ---------- misc Psi/ret +0.20 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +14 Dex +4 Con dps ---------- Phys.crit +11.0% Acc +23 (+12 eff.) Melee Ret 8 physical ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +20 fire While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +30 (+7 eff.) S.pwr/crit +6 Dmg.mod +22% fire Res.pen +25% arcane Apr +7 Melee Ret 6 physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+4 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +20% cold Res.pen +10% cold Melee Ret 8 lightning ----- def ----- Resists +9% light +15% lightning Spell.save +12 (+4 eff.) HP.reg +1.20 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +9% darkness +10% temporal Def/telep +13 Res/telep +7% Dur/telep +10% ---------- misc Talents +1 Command Staff On Spell Hit: 10% Glacial Vapour 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +21 (+5 eff.) Dmg.mod +20% fire +15% nature +12% mind ---------- misc Mana/turn +0.41 Max.mana +58.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun +2 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +11 Dmg.mod +6% lightning +30% temporal +12% light ---------- misc Psi/ret +0.08 Max.P.En +20.00 Max.N.En +20.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +24 (+6 eff.) Dmg.mod +30% arcane ----- def ----- Armour +8 Defense +8 (+4 eff.) HP.reg +1.30 Heal.mod +19% ---------- misc Wards +3 arcane Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 187% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 physical While equipped: Stats +3 Con dps ---------- Mind.crit +2% Melee Ret 6 darkness ----- def ----- Resists +6% lightning Phys.save +9 (+5 eff.) One-handed war axes. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +3 Con dps ---------- Dmg.mod +6% lightning +8% temporal +13% physical Res.pen +20% lightning +8% temporal +28% physical ----- def ----- Resists +9% all Phys.save +6 (+3 eff.) Anom.red +10 Die.at -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% darkness +15% lightning Melee Ret 8 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal +45% darkness +15% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +29% nature +13% cold ----- def ----- Resists +22% nature +3% blight +19% cold +6% mind +11% all HP.reg +4.00 Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +12% darkness +11% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +25 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue -9% Crit.chn- 15.00% Phys.save +16 (+8 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +20% ---------- misc Max.enc +46 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature +18% light Res.pen +25% nature +6% physical Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- S.pwr/crit +2 Melee+ 8 blight Dmg.mod +7% blight +6% lightning Acc +10 (+5 eff.) Apr +2 ----- def ----- Armour +2 Resists +7% blight Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +2% Spell.pwr +4 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +7% darkness +8% physical Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +8% physical Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.11 Equi/ret +1.30 Psi/ret +0.70 Hate/ret +0.90 Max.hate +7.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +6% fire +3% light +7% cold ---------- misc Infravis +2 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +21% arcane ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +18% light ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 Max.mana +100.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.90 Mana/ret +0.90 Max.mana +47.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +10% blight ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was hardened by the digestive sack. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Apr +10 ----- def ----- Armour +8 Defense +34 (+17 eff.) Fatigue +8% Max.HP +44.00 HP.reg +11.70 Heal.mod +18% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 140 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex +1 Wil dps ---------- On shield block: * Deals 175 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 16 lightning ----- def ----- Armour +10 Fatigue +8% Resists +17% lightning +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% light +6% mind Crit.chn- 15.00% Mind.save +6 (+2 eff.) ---------- misc Light +5 Infravis +1 See.Stealth +6 See.Invis +8 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 195.04 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 195.04 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% lightning +25% cold ----- def ----- Resists +3% darkness +3% lightning Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 55.77 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. |
![]() 1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +12% cold +8% light +3% mind Affinity +5% darkness Phys.save +10 (+5 eff.) Heal.mod +16% Blind- +28% Confus- +17% ---------- misc Light +8 Infravis +3 See.Stealth +11 See.Invis +9 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 194.56 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Phys.save +11 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Con ----- def ----- Resists +12% light +6% cold Blind- +20% Disease- +20% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex +3 Cun +2 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +4 Resists +3% light Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +21% arcane Res.pen +10% lightning ----- def ----- Resists +6% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (305 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Saryashne the Shalore Archmage level 11
5th Flare 122nd year of Ascendancy at 18:50 see stats
By Saryashne the Shalore Archmage level 23
62nd Dusk 122nd year of Ascendancy at 11:17 see stats
By Saryashne the Shalore Archmage level 10
6th Mirth 122nd year of Ascendancy at 01:02 see stats
By Saryashne the Shalore Archmage level 20
53rd Dusk 122nd year of Ascendancy at 15:45 see stats
By Saryashne the Shalore Archmage level 30
45th Regrowth 123rd year of Ascendancy at 00:19 see stats
By Saryashne the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:53 see stats
By Saryashne the Shalore Archmage level 26
35th Haze 122nd year of Ascendancy at 16:21 see stats
By Saryashne the Shalore Archmage level 27
15th Regrowth 123rd year of Ascendancy at 20:38 see stats
By Saryashne the Shalore Archmage level 20
54th Dusk 122nd year of Ascendancy at 09:37 see stats
By Saryashne the Shalore Archmage level 11
7th Mirth 122nd year of Ascendancy at 09:06 see stats
By Saryashne the Shalore Archmage level 23
62nd Dusk 122nd year of Ascendancy at 15:12 see stats
By Saryashne the Shalore Archmage level 17
28th Dusk 122nd year of Ascendancy at 06:45 see stats
Log
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Layolramina the corrupted acidic digestor is no longer surging arcane power.
Layolramina the corrupted acidic digestor activates Hymn of Detection.
Layolramina the corrupted acidic digestor deactivates Hymn of Shadows.
Saryashne's spell attains critical power!
Saryashne is surging arcane power.
Thunderstorm hits Layolramina the corrupted acidic digestor for 22 lightning damage.
Layolramina the corrupted acidic digestor casts Corrupted Negation.
Layolramina the corrupted acidic digestor's spell attains critical power!
Layolramina the corrupted acidic digestor is surging arcane power.
Saryashne deactivates Secrets of the Eternals.
Saryashne deactivates Disruption Shield.
Saryashne deactivates Phantasmal Shield.
Saryashne deactivates Essence of Speed.
Saryashne casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Layolramina the corrupted acidic digestor hits Saryashne for 134 blight damage.
Saryashne's spell attains critical power!
Thunderstorm hits Layolramina the corrupted acidic digestor for 31 lightning damage.
Layolramina the corrupted acidic digestor casts Searing Light.
Layolramina the corrupted acidic digestor's spell attains critical power!
Layolramina the corrupted acidic digestor hits Saryashne for 410 light damage.
Saryashne the level 31 shalore archmage was sun baked to death by Layolramina the corrupted acidic digestor on level 1 of The Godfeaster.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around Saryashne calms down and disappears.