









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
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:
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Revamped Skirmisher 1.7.1Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 32 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Polivea the corrupted plasmic disruptor at level 31 on the 59th Dusk 122nd year of Ascendancy at 00:45 / 1 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 46 (base 32) |
| Constitution | 28 (base 24) |
| Magic | 72 (base 60) |
| Willpower | 65 (base 60) |
| Cunning | 49 (base 43) |
Resources
| Life | 547/547 |
| Mana | 430/430 |
| Positive | 143/143 |
| Soul | 6/9 |
| Healing Factor | 1.3956298990388 |
| Regeneration | 10.118316768031 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 11 |
| Infravision | 12 |
| See Stealth | 33.294708266768 |
| See Invisible | 33.294708266768 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 33% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +9% |
| Temporal | +9% |
| Darkness | +41% |
| Cold | +20% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +95% |
| Darkness | +52% |
| Mind | +15% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 60 (87.946778433524%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 70 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 38%( 70%) |
| Cold | + 29%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 44%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Teleport Resistance | 59% |
| Confusion Resistance | 100% |
| Disarm Resistance | 40% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 66 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 328 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 820% for 10 turns (197 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: 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. |
| 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 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 Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Utterly Destroyed |
| talent | Grim Shadow |
| talent | Chant of Fortress |
| talent | Erupting Shadows |
| talent | Spikes of Decrepitude |
| talent | Eternal Night |
| talent | Hiemal Shield |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 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 Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 382. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 within4 lumberjacks have died. | 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 | Arthohell the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag / +4 Wil Changes resistances: +12% temporal Mana each turn: +0.18 Maximum mana: +28.00 Spell crit. chance: +3% Lowers spell cool-downs by: 10% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | BurnravageInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 darkness / 6 fire Changes resistances: +3% fire Changes resistances penetration: +5% all Changes damage: +3% fire Physical save: +7 (+2 eff.) Light radius: +9 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mayubeth (16 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +16 (+5 eff.) Fatigue: +4% Changes stats: +4 Dex / +1 Con Changes resistances: +12% acid / +3% physical / +3% darkness / +4% all Physical save: +10 (+3 eff.) Disarm immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Goretrail [power 2] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +7 Dex / +2 Mag Changes resistances: +6% nature Changes resistances penetration: +10% cold Infravision radius: +2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BregigondilInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +5% mind Changes damage: +6% acid Reduces incoming crit damage: 5.00% Mental save: +5 (+2 eff.) Confusion immunity: +21% Life regen: +4.00 Healing mod.: +10% Rings make your fingers look great! |
| On fingers | copper ring 'Gleamreign'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances penetration: +5% mind Changes damage: +9% light Mental save: +6 (+2 eff.) Confusion immunity: +25% Hate when firing a critical mind attack: +4.00 Light radius: +2 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
| In main hand | Ebonysmasher (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +8.0% Physical power: +13 (+7 eff.) Armour: +7 Armour Hardiness: +10% Changes damage: +31% darkness Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Mana each turn: +0.38 Equilibrium when hit: +0.04 Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +29 (+8 eff.) Spell crit. chance: +7% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | drakeskin leather gloves 'Xyda' (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +3 Changes stats: +6 Cun Changes resistances: +13% darkness / +15% acid Reduces incoming crit damage: 15.00% Spell save: +12 (+3 eff.) Disease immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | cashmere cloak 'Haloduhir' (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +8 Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +12% blight / +12% nature Reduces incoming crit damage: 10.00% Confusion immunity: +10% Teleport immunity: +10% Maximum life: +72.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chalerorak the SleetspawnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +2 Dex / +3 Con Changes resistances penetration: +25% cold Changes damage: +9% temporal Reduces incoming crit damage: 10.00% Physical save: +8 (+2 eff.) Life regen: +3.00 Maximum life: +39.00 Infravision radius: +3 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 512%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 512% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, cold, arcane, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 cold, 5 arcane, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (410.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 446.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 22; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 949% over 10 turns; mana 47; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 949% for 10 turns (228 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 1437% over 10 turns; mana 72; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 1437% for 10 turns (345 total) and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 780% over 10 turns; mana 39; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 780% for 10 turns (187 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 891% over 10 turns; mana 45; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 891% for 10 turns (214 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 40; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 40 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 66; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 66 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 121; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 121 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 94; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 94 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 98; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 98 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 239; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 5 turns. It can be used to 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 psychic (absorb 425; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 424; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 424 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 122; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 122 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 278; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 401; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 28; blocks 2; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 2 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 55; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 105; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Frozenraven the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% mind / +9% cold Changes resistances penetration: +5% cold Amulets make your neck look great! |
GlonneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +1 Dex / +1 Mag / +4 Cun Changes resistances: +12% light / +3% blight Changes damage: +7% physical Talent mastery: +0.21 Celestial / Chants Combat speed: +10% Amulets make your neck look great! |
copper amulet 'Zylach' =con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Wil / +2 Cun / +9 Con Changes resistances: +12% fire / +6% darkness / +9% cold Amulets make your neck look great! |
copper amulet of mastery (0.10 Spell / Grave)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Grave Amulets make your neck look great! |
copper amulet of mastery (0.10 Spell / Glacial waste)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Glacial waste Amulets make your neck look great! |
Daimilatharak =lightning=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +2 Wil / +4 Cun / +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Spell save: +11 (+2 eff.) Maximum stamina: +12.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Masin the gold ring =con=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Dex / +5 Wil / +11 Cun / +4 Con Changes resistances: +6% nature / +3% acid Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) See invisible: +3 Rings make your fingers look great! |
Stormrebel the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +3 Wil / +4 Con Changes resistances: +9% lightning / +6% cold Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +26% Maximum life: +25.00 Light radius: +2 Rings make your fingers look great! |
ZubaweCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +15 (+8 eff.) Armour: +24 Defense: +15 (+5 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Str Changes resistances penetration: +20% acid Rings make your fingers look great! |
copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
gladiator's gold ring of fire (+24%) =con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
gold ring 'Corruptionslicer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 10 blight Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +9% nature / +3% blight Vim when firing critical spell: +2.00 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
gold ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
mule's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +21 Rings make your fingers look great! |
rogue's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Maluromidan the yew starstaff (22-26 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +6% blight / +6% fire / +11% darkness / +2% physical Changes damage: +22% darkness Talent granted: +1 Command Staff Maximum mana: +16.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
Frigidreek =worn=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +5% cold Life regen: +1.00 Spell crit. chance: +4% Healing mod.: +11% Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Gorildil the UnlightoblivionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% mind / +6% fire / +6% darkness / +6% cold Reduces incoming crit damage: 5.00% See invisible: +6 A belt that goes around your waist. |
SewershearInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +15% fire / +6% lightning / +18% cold Changes resistances penetration: +10% nature Changes damage: +6% nature Silence immunity: +20% A belt that goes around your waist. |
Urtharin the Phoenixmonster =neg=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Dex / +4 Cun / +1 Con / +6 Lck Changes resistances: +1% physical / +3% fire Changes resistances penetration: +5% arcane Trap disarming bonus: +7 Stealth bonus: +6 Only die when reaching: -60.00 life Infravision radius: +4 A belt that goes around your waist. |
Floewitch (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 28 Changes resistances: +9% blight / +9% cold Changes resistances penetration: +5% blight Changes damage: +3% cold Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galiroddarin (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Wil Changes resistances: +9% acid / +9% temporal / +6% nature Mental save: +10 (+3 eff.) Silence immunity: +20% Confusion immunity: +20% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galomnir the Winterbearer (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +2 Wil Changes resistances: +9% fire / +14% cold Changes resistances penetration: +5% cold Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchseam the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 fire Changes stats: +1 Mag / +2 Wil Critical mult.: +10.00% Maximum mana: +20.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eilinabrena' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +5% physical Changes resistances penetration: +10% blight Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% 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. |
Quenchmark (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 arcane Changes resistances: +3% cold Changes resistances penetration: +5% arcane / +15% cold Changes damage: +9% cold Maximum encumbrance: +20 Physical save: +5 (+1 eff.) A pair of boots made of leather. |
Umbravenom the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun Changes damage: +3% darkness / +9% fire Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Ce'Nugariatta the rough leather cap (0 def, 1 armour) =worn=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Spell crit. chance: +1% Light radius: +3 Damage Shield penetration: +30% A cap made of leather. |
Eilinuvena the Blazeparry (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold / +6% mind / +5% arcane Changes resistances penetration: +20% light Allows you to breathe in: water Mental save: +18 (+5 eff.) A cap made of leather. |
Glulrana the Cracklebreaker (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+15 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +24% lightning Changes resistances penetration: +10% lightning / +15% physical Changes damage: +16% lightning Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Mardydar the Prismhunter (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Changes stats: +7 Cun / +6 Wil Changes resistances: +9% acid / +18% physical / +8% darkness / +3% temporal / +25% light Changes resistances penetration: +15% acid Changes damage: +17% physical / +10% darkness / +20% light Maximum hate: +11.00 Mindpower: +13 (+5 eff.) Mental crit. chance: +3% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
Nerora the rough leather cap (0 def, 1 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Str / +2 Dex / +5 Mag / +5 Cun / +7 Con Changes resistances: +6% fire A cap made of leather. |
Nimbussever the voratun helm (20 def, 5 armour) =water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +5 Defense: +20 (+6 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +18% lightning / +15% temporal / +7% fire / +14% cold Changes damage: +9% physical Allows you to breathe in: water Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Sleetimmortal' (6 def, 11 armour) =all res=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 10 cold Changes resistances: +12% lightning / +15% mind / +4% all Physical save: +5 (+1 eff.) Mental save: +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Furnacejam' (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 38% Changes stats: +4 Cun Changes resistances: +6% cold Changes damage: +6% acid / +9% fire Allows you to breathe in: water Infravision radius: +1 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lightblur' (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Changes damage: +9% light Allows you to breathe in: water Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Scorpionglory' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 nature / 2 cold Changes resistances: +15% fire Changes resistances penetration: +5% darkness / +5% nature Changes damage: +9% darkness / +10% fire A pointy cloth hat, very wizardly... |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
313 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Begorak the Freeze's kiss (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +1 Str Changes resistances: +6% acid Changes resistances penetration: +5% cold Changes damage: +6% mind Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Unlightwitch'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature / 4 darkness Changes stats: +2 Cun Changes resistances: +6% nature Changes resistances penetration: +15% darkness Maximum life: +41.00 Light radius: +3 Infravision radius: +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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Mayyssra the Floewing [power 17] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +12% acid / +3% darkness Changes resistances penetration: +5% mind / +10% cold Spell save: +6 (+1 eff.) Maximum psi: +20.00 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 78 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Lisikira [power 160] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +15 (+8 eff.) Changes stats: +6 Con Changes resistances penetration: +25% mind Critical mult.: +20.00% Maximum stamina: +20.00 It can be used to fire a magical bolt dealing 160 lightning damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 48. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Ranc the Higher Necromancer level 32
66th Dusk 122nd year of Ascendancy at 10:20 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Ranc the Higher Necromancer level 23
25th Dusk 122nd year of Ascendancy at 10:05 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ranc the Higher Necromancer level 24
25th Dusk 122nd year of Ascendancy at 23:42 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Ranc the Higher Necromancer level 32
60th Dusk 122nd year of Ascendancy at 03:01 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Ranc the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 14:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Ranc the Higher Necromancer level 20
20th Dusk 122nd year of Ascendancy at 12:27 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Ranc the Higher Necromancer level 30
56th Dusk 122nd year of Ascendancy at 13:50 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Ranc the Higher Necromancer level 32
1st Haze 122nd year of Ascendancy at 19:13 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Ranc the Higher Necromancer level 20
20th Dusk 122nd year of Ascendancy at 22:47 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Ranc the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 15:44 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Ranc the Higher Necromancer level 13
1st Summertide 122nd year of Ascendancy at 17:39 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ranc the Higher Necromancer level 19
17th Dusk 122nd year of Ascendancy at 07:20 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Ranc the Higher Necromancer level 26
38th Dusk 122nd year of Ascendancy at 07:12 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Ranc the Higher Necromancer level 16
7th Dusk 122nd year of Ascendancy at 08:02 see stats
Log
You gain 3.78 gold from the transmogrification of elven-silk cloak of mindcraft (3 def, 0 armour).
You extract fire opal from throat-seeking voratun steamgun of tinkering (+7)
You gain 20.00 gold from the transmogrification of fire opal.
You extract fire opal from throat-seeking voratun steamgun of tinkering (+2)
You gain 20.00 gold from the transmogrification of fire opal.
You extract pearl from manaburning voratun greatsword of massacre (75-120 power, 4 apr)
You gain 20.00 gold from the transmogrification of pearl.
You gain 0.90 gold from the transmogrification of wild infusion (res 23%; magical, physical; dur 3; cd 11).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You cannot use items on the world map.
Today is the 30th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:26.
Today is the 31st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Lore found: Transmogrification Chest
You can read all your collected lore in the game menu, by pressing Escape.
Saving done.
Bought: shielding rune of the wizard (absorb 401; dur 5; cd 15) for 61.17 gold.
Bought: shatter afflictions rune of the wizard (absorb 94; cd 13) for 29.88 gold.
Bought: shatter afflictions rune of the psychic (absorb 121; cd 16) for 34.77 gold.
Connection to online server lost, trying to reconnect.
Connection to online server established.









































































































































