










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 21 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Elywen the gigantic gravity worm at level 21 on the 56th Dusk 122nd year of Ascendancy at 14:02 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 69 (base 46) |
| Willpower | 55 (base 45) |
| Cunning | 23 (base 11) |
Resources
| Life | -97/472 |
| Mana | 185/510 |
| Healing Factor | 1.3324166372471 |
| Regeneration | 8.0611206553452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9539925233403E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 12 |
| Crit Chance | 7% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 12 |
| Crit Chance | 16% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +6% |
| Darkness | +9% |
| Cold | +6% |
| Arcane | +49% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +20% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (35%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 5 |
| Physical Save | 29 |
| Spell Save | 44 |
| Mental Save | 27 |
Defense: Resistances
| Mind | + 17%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 20%( 70%) |
| Fire | + 18%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 96 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 75 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 1141% for 10 turns (75 total) and instantly restoring 57 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within11 lumberjacks have died. | done |
Equipment
| On feet | Xanovea the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Resistance +6% lightning +6% temporal +9% light Unlife -20.00 life Life +60.00 Life Regen +4.00 Disease Resist +10% A pair of boots made of leather. |
| Light source | Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 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 31.98 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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | rough leather gloves 'Singetreason' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +2% Damage +3% arcane Ignore resists +10% mind +5% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Armor +1 Resistance +6% mind 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 | Ivurin [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% mind Unlife -40.00 life Stun Resist +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Ragyyon'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +10 Defense +5 (+3 eff.) Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | Shadowbraid0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Critical power +15.00% Damage +3% arcane +9% darkness Accuracy +7 (+7 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +5% arcane other ------- Masteries +0.20 Spell/Stone +0.20 Spell/Temporal Amulets make your neck look great! |
| In main hand | Boltpride (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +2% Spellpower +15 (+3 eff.) Damage +15% arcane When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +3% light Life Regen +1.80 Healmod +23% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Nerybeth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun offense ------ Physical Power +3 (+1 eff.) defense ------ Defense +15 (+8 eff.) Resistance +3% lightning Spell save +6 (+2 eff.) Life +80.00 Blind Resist +10% other ------- Psi when Hit +0.12 Size +1 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Islubeth (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Spellpower +20 (+5 eff.) Ignore resists +20% acid defense ------ Defense +1 (+1 eff.) Spell save +6 (+2 eff.) other ------- Mana/turn +0.16 Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+3 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 568%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 607%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 19%; physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the wizard (range 5; phase 19; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
biting gale rune of the wizard (damage 225; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 224.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shielding rune of the wizard (absorb 301; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 4 turns. 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. |
stabilizing copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
warrior's copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Smoldersteel0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +1 Wil offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% fire +10% cold When Hit 2 fire defense ------ Mind save +6 (+3 eff.) Healmod +13% Cut Resist +50% Confus Resist +14% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +24% Amulets make your neck look great! |
steel amulet 'Bethewen'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun +4 Con offense ------ Mind Crit +2% Mindpower +15 (+6 eff.) defense ------ Resistance +12% light +12% darkness Blind Resist +24% Amulets make your neck look great! |
steel amulet 'Sparkglory'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% On-Hit (Melee): * 10% chance to slow global speed by 50% * 10 arcane resource burn defense ------ Fatigue -5% Resistance +9% fire Physical save +15 (+7 eff.) Spell save +10 (+3 eff.) Mind save +12 (+6 eff.) Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.2 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +7 (+1 eff.) Mindpower +6 (+3 eff.) defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
marksman's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
marksman's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) Rings make your fingers look great! |
Hettyredur the steel dagger (18-24 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Spell Crit +4% Ignore resists +5% blight +5% physical +5% arcane Accuracy +9 (+8 eff.) Ignore Armor +6 other ------- Max vim +20.00 Sharp, short and deadly. |
Kyfang the linen robe (5 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +4 Con offense ------ Spell Crit +3% Physical Power +10 (+5 eff.) Spellpower +3 (+0 eff.) Accuracy +5 (+5 eff.) defense ------ Defense +5 (+3 eff.) Resistance +7% all Spell save +17 (+6 eff.) Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aditira the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% blight Crit Resistance 10.00% Physical save +6 (+3 eff.) other ------- Light +3 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Arthurohad'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +8 Str offense ------ Damage +9% acid Ignore resists +5% acid defense ------ Resistance +5% lightning +6% temporal A belt that goes around your waist. |
linen cloak 'Arunor' (22 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex defense ------ Defense +22 (+11 eff.) Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Duvorosasus' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Life +51.00 Poison Resist +20% other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethunne (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +1 Resistance +12% lightning Mind save +3 (+1 eff.) Stealth +6 Blind Resist +20% Cut Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Duskwaker the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +1 Cun +5 Con defense ------ Armor +1 Fatigue -5% Resistance +3% darkness Physical save +6 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Zazilarion the pair of rough leather boots (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Resistance +3% acid +6% fire +12% cold Life Regen +2.00 Disarm Resist +20% Stun Resist +10% A pair of boots made of leather. |
pair of rough leather boots 'Dairynarikan' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con offense ------ Damage +9% blight Ignore Shields +20% defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) other ------- Max vim +20.00 A pair of boots made of leather. |
Arthutar (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +1.0% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) Unlife -80.00 life other ------- Encumbrance +20 Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazepanic (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Con offense ------ Damage +3% lightning defense ------ Armor +5 Fatigue +2% other ------- Infravision +2 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elusewyn (20 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Spellpower +4 (+1 eff.) Ignore Armor +1 defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +2% other ------- Max psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velinne the Shimmerpython (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +3% Spellpower/crit +8 Ignore resists +5% lightning defense ------ Armor +5 Fatigue +2% other ------- Mana-on-crit +1.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Cun +5 Dex offense ------ On-Hit 6 fire Damage +4% fire Accuracy +5 (+5 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubykira the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +6% temporal Unlife -20.00 life Blind Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.90 Psi when Hit +0.90 Hate when Hit +1.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Dourfoe' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Damage +6% darkness Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) other ------- Psi when Hit +0.16 Hate-on-crit +1.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Ereluzor' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag +6 Cun +3 Con defense ------ Defense +1 (+1 eff.) Spell save +6 (+2 eff.) other ------- Max stamina +20.00 Light +2 A pointy cloth hat, very wizardly... |
linen wizard hat 'Mugas' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Life Regen +4.00 Silence Resist +20% A pointy cloth hat, very wizardly... |
linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Con offense ------ Damage +5% arcane defense ------ Defense +1 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Cyrythra (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +25% arcane +5% temporal When Hit 2 blight defense ------ Armor +1 Fatigue +1% Resistance +6% temporal other ------- Stamina when Hit +0.80 EQ when Hit +0.90 A cap made of leather. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Xamissra (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +2 Cun offense ------ Mindpower +19 (+7 eff.) Ignore resists +10% physical Ignore Armor +1 When Hit 2 physical defense ------ Armor +3 Fatigue +5% Physical save +3 (+1 eff.) other ------- EQ when Hit +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lisiwen' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con offense ------ Ignore resists +10% physical defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Mind save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +18% mind Mind save +15 (+7 eff.) Confus Resist +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
251 alchemist agate0.0 Encumbrance 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. |
Dawnbrace the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +3% light +6% fire defense ------ Resistance +3% fire Crit Resistance 15.00% Physical save +6 (+3 eff.) Healmod +11% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Coalshaper'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +7 Wil +2 Cun offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+3 eff.) Damage +6% darkness Ignore resists +15% cold other ------- Light +3 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. |
brass lantern 'Plagueedge'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% nature defense ------ Resistance +3% nature Physical save +6 (+3 eff.) Healmod +11% Blind Resist +20% other ------- Light +3 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +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 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 132.65 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 132.65 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. |
Zubudheth the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +11% nature +9% fire Spell save +6 (+2 eff.) Unlife -40.00 life Life +60.00 Confus Resist +10% Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Eremagarach' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+4 eff.) Ignore Armor +3 defense ------ Armor +2 Resistance +3% light +5% arcane Disease Resist +10% other ------- Stamina/turn +1.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Strikevice the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +10.00% Mindpower +5 (+2 eff.) other ------- Psi when Hit +0.08 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Gorurath the Brightquarry [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +2 Con offense ------ When Hit 2 fire Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Mirekarma' [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% acid Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 50% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 36. 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Anndan the Higher Archmage level 21
56th Dusk 122nd year of Ascendancy at 06:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anndan the Higher Archmage level 10
3rd Summertide 122nd year of Ascendancy at 06:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anndan the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 05:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anndan the Higher Archmage level 20
43rd Dusk 122nd year of Ascendancy at 14:10 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Anndan the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anndan the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 00:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anndan the Higher Archmage level 17
26th Dusk 122nd year of Ascendancy at 23:44 see stats
Log
Anndan starts to bleed.
Anndan's arcane area effect hits Elarinor the blue jelly for 73 arcane damage.
Anndan's arcane area effect hits White ooze for 61 arcane damage.
Anndan's arcane area effect hits Elywen the gigantic gravity worm for 73 arcane damage.
Anndan's arcane area effect hits Yellow jelly for 73 arcane damage.
Anndan's arcane area effect hits Aerumita the gigantic gravity worm for (73 blocked), 0 arcane (0 total damage).
Anndan's arcane area effect hits Black jelly for 73 arcane damage.
Aerumita the gigantic gravity worm hits Anndan for (29 absorbed), 22 physical (22 total damage).
Anndan's arcane area effect killed White ooze!
Anndan's arcane area effect killed Yellow jelly!
Elarinor the blue jelly uses Second Wind.
Elywen the gigantic gravity worm slows down.
Melee retaliation hits Black jelly for 6 lightning damage.
Black jelly hits Anndan for 4 acid damage.
Elarinor the blue jelly uses Shield Pummel.
Anndan resists the shield bash!
Melee retaliation killed Black jelly!
Melee retaliation hits Elarinor the blue jelly for 5 lightning, 5 lightning (10 total damage).
Bleeding from Aerumita the gigantic gravity worm hits Anndan for 52 physical damage.
Elarinor the blue jelly hits Anndan for (60 ignored), 0 cold, 9 cold, 19 cold, 65 cold, 9 cold, 19 cold (122 total damage).
Anndan receives 44 healing from Temporal Restoration Field.
Aerumita the gigantic gravity worm uses To The Arms.
Anndan is suffering and fails to concentrate on dealing damage.
Melee retaliation hits Aerumita the gigantic gravity worm for 0 lightning damage.
Melee retaliation hits Elywen the gigantic gravity worm for 4 lightning, 4 lightning (7 total damage).
Aerumita the gigantic gravity worm hits Anndan for 158 physical damage.
Elywen the gigantic gravity worm hits Anndan for 42 physical damage.
Anndan the level 21 higher archmage was hacked apart to death by Elywen the gigantic gravity worm on level 2 of Sandworm lair.
You carry too much--you are encumbered!
Drop some of your items.











































































































