








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: Tougher Escorts 1.7.4Sets 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. 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. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Archmage |
Level / Exp | 39 / 75% |
Size | medium |
Lifes / Deaths | Killed by Betoldalle the minotaur at level 19 on the 74th Dusk 122nd year of Ascendancy at 23:26 0 / 8Killed by Assassin Lord at level 27 on the 56th Regrowth 123rd year of Ascendancy at 22:28 Killed by Gomina the ultimate gwelgoroth at level 29 on the 64th Regrowth 123rd year of Ascendancy at 23:23 Killed by Ivuma the Guardian at level 32 on the 24th Pyre 123rd year of Ascendancy at 00:59 Killed by Belaldanne the ruin banshee at level 38 on the 34th Dusk 123rd year of Ascendancy at 07:52 Killed by Cyruda the patchwork troll at level 38 on the 34th Dusk 123rd year of Ascendancy at 15:16 Killed by Gawen the elven cultist at level 39 on the 38th Dusk 123rd year of Ascendancy at 18:40 Killed by Islewyn the elven blood mage at level 39 on the 39th Dusk 123rd year of Ascendancy at 00:23 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 27 (base 10) |
Constitution | 18 (base 10) |
Magic | 129 (base 60) |
Willpower | 81 (base 60) |
Cunning | 50 (base 36) |
Resources
Life | -196/775 |
Mana | 145/877 |
Healing Factor | 1.1746067655267 |
Regeneration | 16.874025334418 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30.999999999999% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 52 |
Accuracy | 29 |
Crit Chance | 13% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +30% |
Cold | +30% |
All | 0% |
Darkness | +15% |
Light | +15% |
Temporal | +9% |
Mind | +10% |
Fire | +33% |
Lightning | +98% |
Offense: Damage Penetration
Lightning | +45% |
Darkness | +10% |
Temporal | +20% |
Blight | +10% |
Arcane | +15% |
Fire | +5% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 3 |
Physical Save | 13 |
Spell Save | 47 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 58%( 70%) |
Acid | + 23%( 70%) |
Darkness | + 30%( 70%) |
Temporal | + 16%( 70%) |
Cold | + 21%( 70%) |
Physical | + 16%( 70%) |
Fire | + 28%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 32% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 78% |
Poison Resistance | 90% |
Silence Resistance | 75% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 745 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 1075% for 10 turns (78 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 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 56 up to 3 times. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | 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 improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 413. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. * You've found the needed faerlhing fang. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed red crystal shard. * You've found the needed honey tree root. 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 vial of squid ink. * You've found the needed black mamba head. * You've found the needed ice ant stinger. | 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! | done |
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 within14 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +20% lightning defense ------ Armor +1 Resistance +6% fire A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 127, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 269.10 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +9 Mag offense ------ Spellpower +30 (+6 eff.) On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +3 Resistance +11% acid +11% fire +11% lightning +9% cold other ------- Mana-on-crit +2.00 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +4% Spellpower +14 (+2 eff.) Move Speed +21% defense ------ Defense +9 (+5 eff.) Resistance +4% physical Silence Resist +35% other ------- Mana/turn +0.23 Mana-on-crit +2.00 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag offense ------ Spellpower +20 (+4 eff.) Spellpower/crit +10 defense ------ Life Regen +5.00 Stun Resist +28% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% lightning defense ------ Resistance +6% lightning +3% temporal Mind save +7 (+3 eff.) Life +52.00 Life Regen +4.00 Poison Resist +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+7 eff.) Damage +30% lightning defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 This staff offers 30% bonus to fire, cold, lightning, arcane damage. (included above) Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+8 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +5 Wil +9 Mag offense ------ Damage +6% lightning defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Spell save +10 (+4 eff.) other ------- Max mana +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Mag offense ------ Spell Crit +5% Critical power +12.00% Ignore Shields +30% other ------- Max mana +60.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 516.66 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +12 (+9 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Mana/turn +0.12 Max mana +22.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +21% lightning defense ------ Resistance +6% blight +24% mind +15% darkness +6% nature Healmod +15% Silence Resist +20% Disarm Resist +20% Confus Resist +44% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spellpower/crit +2 defense ------ Resistance +6% darkness Mind save +6 (+2 eff.) Teleport Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% lightning defense ------ Armor +2 Resistance +24% acid Physical save +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag defense ------ Armor +4 Resistance +3% light +6% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% lightning defense ------ Resistance +24% acid Physical save +6 (+6 eff.) Spell save +11 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% lightning Ignore resists +15% lightning other ------- Mana/turn +0.14 Max mana +31.00 Talents +1 Command Staff This staff offers 10% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) other ------- Talents +1 Command Staff This staff offers 10% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Spell Crit +17% Critical power +24.00% Spellpower +11 (+2 eff.) Spellpower/crit +6 Damage +15% lightning other ------- Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Conjure elemental energy in a radius 4 cone, dealing 41.60 to 49.92 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% lightning defense ------ Defense +5 (+3 eff.) other ------- Mana/turn +0.14 Max mana +34.00 Light +2 Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 269.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +9 (+1 eff.) Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Resistance +18% acid Physical save +11 (+9 eff.) Spell save +9 (+3 eff.) Mind save +11 (+4 eff.) other ------- Talents +1 Command Staff This staff offers 20% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Wil +3 Mag offense ------ Spell Crit +4% Spellpower +18 (+3 eff.) Damage +25% lightning defense ------ Armor +7 Hardiness +6% Physical save +8 (+7 eff.) other ------- Max mana +39.00 Talents +1 Command Staff This staff offers 25% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +25% Critical power +28.00% Spellpower +17 (+3 eff.) Damage +25% lightning other ------- Max mana +41.00 Talents +1 Command Staff This staff offers 25% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Cun +9 Mag offense ------ Spell Crit +13% Critical power +18.00% Spellpower +39 (+7 eff.) defense ------ Resistance +6% nature +3% physical other ------- Talents +1 Command Staff This staff offers 30% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +15 (+3 eff.) Damage +30% lightning other ------- Talents +1 Command Staff On Spell Hit: 10% Chain Lightning level 3 This staff offers 30% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 137% Range: 1.0x-1.1x Uses 100% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+4 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature Weapon Damage 158% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Rare] Nature Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +73 fire While equipped: Stats +3 Mag offense ------ Global Speed +9% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Epidemic level 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 38 While equipped: defense ------ Disease Resist +22% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 19% chance to reduce strength, dexterity, and constitution by 38 While equipped: defense ------ Armor +4 Resistance +3% physical +9% mind +12% darkness Spell save +9 (+3 eff.) Life +80.00 Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: defense ------ Disarm Resist +13% One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +11 fire One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Disrupt/Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Deals 83 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 While equipped: One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +14 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Global Speed +2% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +12 physical On Hit: * 15% chance to reduce all saves and defense by 30 While equipped: Stats +2 Cun +2 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Physical save +6 (+6 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Critical power +28.00% Sharp, short and deadly. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: defense ------ Armor +6 Resistance +12% cold Crit Resistance 10.00% Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Disrupt/Master Weapon Damage 162% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 19 Damage Against +13% Unnatural +14% Unliving On Critical: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Psionic Weapon Damage 155% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 18 On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +8 Life +50.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +5% lightning defense ------ Resistance +19% fire +3% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: defense ------ Resistance +12% darkness +6% light +9% fire +3% blight +6% cold +14% mind +9% all Physical save +11 (+9 eff.) Spell save +21 (+7 eff.) Mind save +25 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all defense ------ Armor +10 Defense +10 (+5 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +10 Defense +3 (+2 eff.) Resistance +16% lightning A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Master While equipped: defense ------ Armor +8 Defense +26 (+13 eff.) Resistance +10% light +12% darkness Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 133 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Master While equipped: defense ------ Armor +20 Defense +5 (+3 eff.) Resistance +30% lightning A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Spellpower +3 (+0 eff.) defense ------ Crit Resistance 15.00% Mind save +8 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +3 Wil +6 Mag offense ------ Spell Crit +4% defense ------ Resistance +20% light +15% acid A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +9% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +3% light Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Damage +9% lightning defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +22% temporal +21% darkness +15% mind Out-of-Phase Defense +22 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +10 Mag offense ------ Spellpower/crit +4 defense ------ Defense +2 (+1 eff.) Spell save +6 (+2 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +6% acid +3% fire +3% blight Unlife -60.00 life Life +20.00 Blind Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Life Regen +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +7 Cun offense ------ Critical power +15.00% defense ------ Armor +2 Defense +30 (+14 eff.) 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: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +15% acid Silence Resist +10% Disarm Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +4 Wil +5 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Ignore resists +15% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% light +9% acid A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Resistance +38% acid +11% fire +10% lightning +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Mag +1 Wil +1 Cun Item imbue powers: Stats +1 Mag +1 Wil +1 Cun Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Spell Crit +1% Damage +2% all Item imbue powers: Spell Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Mag +2 Wil +2 Cun Item imbue powers: Stats +2 Mag +2 Wil +2 Cun Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Spell Crit +2% Damage +4% all Item imbue powers: Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Mag +3 Wil +3 Cun Item imbue powers: Stats +3 Mag +3 Wil +3 Cun Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Spell Crit +3% Damage +6% all Item imbue powers: Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+7 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+7 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Item imbue powers: Ignore resists +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Mag +4 Wil +4 Cun Item imbue powers: Stats +4 Mag +4 Wil +4 Cun Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Spell Crit +4% Damage +8% all Item imbue powers: Spell Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +10% lightning Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag Damage +10% lightning Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Cun defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% lightning defense ------ Resistance +18% fire Physical save +6 (+6 eff.) Healmod +10% other ------- Light +4 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +3 Cun offense ------ Spellpower +12 (+2 eff.) defense ------ Resistance +12% darkness Crit Resistance 15.00% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% nature +9% acid Crit Resistance 5.00% Unlife -20.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 14 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. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 179% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +12% acid Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: defense ------ Defense +20 (+10 eff.) Unlife -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 117 lightning damage and will be dazed for 1 turn (586 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Amostir the Ghoul Archmage level 39
35th Dusk 123rd year of Ascendancy at 15:37 see stats
By Amostir the Ghoul Archmage level 30
2nd Pyre 123rd year of Ascendancy at 22:29 see stats
By Amostir the Ghoul Archmage level 19
65th Dusk 122nd year of Ascendancy at 00:36 see stats
By Amostir the Ghoul Archmage level 32
25th Pyre 123rd year of Ascendancy at 03:44 see stats
By Amostir the Ghoul Archmage level 19
79th Dusk 122nd year of Ascendancy at 06:30 see stats
By Amostir the Ghoul Archmage level 29
68th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Amostir the Ghoul Archmage level 33
42nd Pyre 123rd year of Ascendancy at 07:16 see stats
By Amostir the Ghoul Archmage level 10
1st Dusk 122nd year of Ascendancy at 00:04 see stats
By Amostir the Ghoul Archmage level 20
79th Dusk 122nd year of Ascendancy at 13:35 see stats
By Amostir the Ghoul Archmage level 30
76th Regrowth 123rd year of Ascendancy at 14:26 see stats
By Amostir the Ghoul Archmage level 28
57th Regrowth 123rd year of Ascendancy at 05:23 see stats
By Amostir the Ghoul Archmage level 34
2nd Flare 123rd year of Ascendancy at 05:51 see stats
By Amostir the Ghoul Archmage level 21
2nd Haze 122nd year of Ascendancy at 16:28 see stats
By Amostir the Ghoul Archmage level 11
3rd Dusk 122nd year of Ascendancy at 00:02 see stats
By Amostir the Ghoul Archmage level 8
5th Flare 122nd year of Ascendancy at 02:20 see stats
By Amostir the Ghoul Archmage level 22
3rd Haze 122nd year of Ascendancy at 08:33 see stats
By Amostir the Ghoul Archmage level 14
34th Dusk 122nd year of Ascendancy at 22:00 see stats
By Amostir the Ghoul Archmage level 38
34th Dusk 123rd year of Ascendancy at 15:14 see stats
Log
Amostir's spell attains critical power!
Betamith the mean looking elven guard is protected by a layer of thick leaves.
Something performs a melee critical strike against Amostir!
Rested for 2 turns (stop reason: taken damage).
Amostir is recovering from the damage!
Something performs a melee critical strike against Amostir!
Amostir HEALS from darkness damage!
Something hits Amostir for (139 resilience), (387 absorbed), 0 physical, (62 absorbed), 0 darkness, 21 healing, (251 absorbed), 0 lightning, (48 absorbed), 0 fire, (60 absorbed), 0 arcane, (263 absorbed), 0 physical, (62 absorbed), 0 darkness, 21 healing, (300 absorbed), (278 mana), 0 lightning (0 total damage) [42 healing].
Betamith the mean looking elven guard converts damage to paradox!
Hurricane from Amostir hits Betamith the mean looking elven guard for (88 converted), 205 lightning (205 total damage).
Islewyn the elven blood mage's Blood Grasp hits Amostir for (70 resilience), (387 absorbed), (387 mana), 0 blight (0 total damage).
Chain Lightning is still on cooldown for 1 turns.
Resting starts...
Something performs a melee critical strike against Amostir!
Rested for 1 turns (stop reason: taken damage).
Amostir deactivates Disruption Shield.
Amostir's disruption shield collapses and then explodes in a powerful manastorm!
Amostir's Disruption Shield has been deactivated!
Something performs a melee critical strike against Amostir!
Something performs a melee critical strike against Amostir!
LOW HEALTH WARNING!
Something performs a melee critical strike against Amostir!
Something performs a melee critical strike against Amostir!
Amostir HEALS from darkness damage!
Something hits Amostir for (359 absorbed), (359 mana), 0 physical, 62 darkness, 21 healing, 48 fire, 113 physical, 62 darkness, 21 healing, 60 arcane, 135 physical, 62 darkness, 21 healing, 131 physical, 62 darkness, 21 healing, 60 arcane, 259 physical (1054 total damage) [83 healing].
Amostir the level 39 ghoul archmage was chopped into tiny pieces to death by Islewyn the elven blood mage on level 1 of Dark crypt.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around Amostir calms down and disappears.