











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 38 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by arcane crystal at level 6 on the 2nd Mirth 122nd year of Ascendancy at 05:48 0 / 8Killed by Layomissra the electric eel at level 7 on the 4th Mirth 122nd year of Ascendancy at 01:50 Killed by Eilinedanne the armoured skeleton warrior at level 12 on the 27th Dusk 122nd year of Ascendancy at 12:58 Killed by Neruyata the armoured skeleton warrior at level 12 on the 28th Dusk 122nd year of Ascendancy at 07:40 Killed by Neruyata the armoured skeleton warrior at level 12 on the 28th Dusk 122nd year of Ascendancy at 10:14 Killed by Aeroreriatira the gigantic corrosive tunneler at level 20 on the 73rd Dusk 122nd year of Ascendancy at 03:14 Killed by Emelasetha the whitehoof ghoul at level 35 on the 17th Regrowth 123rd year of Ascendancy at 04:44 Killed by Celia at level 35 on the 36th Regrowth 123rd year of Ascendancy at 18:46 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 35 (base 10) |
| Magic | 92 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 63 (base 33) |
Resources
| Life | 832/832 |
| Mana | 281/367 |
| Healing Factor | 1.7116660017319 |
| Regeneration | 36.886402337323 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +51.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 15 |
| Infravision | 2 |
| See Stealth | 16.732777315853 |
| See Invisible | 38.889991679041 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 40% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +44% |
| Lightning | +58% |
| Cold | +18% |
| Mind | +22% |
| Blight | +15% |
| Physical | +42% |
| Fire | +27% |
| All | +12% |
Offense: Damage Penetration
| Lightning | +75% |
| Fire | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 45 (35.65183292883%) |
| Defense | 75 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 63 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 53%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 50%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 70% |
| Silence Resistance | 81% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (4/4)
| 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 607 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1263% for 10 turns (390 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 4 turns and blocking 91 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 Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Hurricane |
| talent | Energy Alteration |
| talent | Keen Senses |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Spellcraft |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 xorn fragment. * You've found the needed bear paw. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Snowward the pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- S.pwr/crit +4 ----- def ----- Armour +6 Fatigue -7% Resists +5% acid +8% fire +8% lightning +23% cold Phys.save +10 (+3 eff.) Silence- +31% Confus- +26% Stun/Frz- +25% ---------- misc Max.enc +34 Mana/turn +0.08 Mana/s.crit +2.00 A pair of boots made of leather. |
| Quiver | Frigidwither the quiver of yew arrows (18/18, 140% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Psionic Power 140% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 light Against +27% Undead On Hit.r1 +20 cold On Crit.r2 +4 cold On Hit: 20% Curse of Death 3 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
| Light source | Betowe the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Apr +3 ----- def ----- Armour +6 Defense +25 (+6 eff.) Resists +6% acid +3% physical ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Dazzlegore' (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +7 Fatigue +3% Resists +5% arcane Max.HP +100.00 HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A cap made of leather. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +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 | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +12 Con dps ---------- Crit.mult +15.00% Acc +25 (+8 eff.) ----- def ----- Phys.save +22 (+7 eff.) Mind.save +11 (+3 eff.) Max.HP +61.00 HP.reg +11.00 Heal.mod +17% Confus- +44% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | stralite ruby ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +7 Mag +4 Wil +16 Cun +4 Con dps ---------- Dmg.mod +14% acid +9% lightning Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +32 (+7 eff.) Resists +28% acid +6% lightning Crit.chn- 15.00% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | hardened leather belt 'Flashrebel'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +18% acid Acc +25 (+8 eff.) ----- def ----- Armour +4 Defense +10 (+3 eff.) HP.reg +2.30 Heal.mod +20% ---------- misc Max.stam +30.00 Light +3 A belt that goes around your waist. |
| In main hand | Darkstinger of the Blightspawn (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Netherblast 5 While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +15% fire +30% physical Res.pen +15% fire Melee Ret 8 fire ----- def ----- Resists +15% darkness +14% temporal Def/telep +10 Res/telep +10% Dur/telep +15% ---------- misc Mana/turn +0.31 Max.mana +89.00 Talents +1 Command Staff On Spell Hit: 20% Netherblast 5 On Spell Hit: 10% Manathrust 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 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 | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Duathelborn of the Blightspawn (15 def, 7 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% blight +6% cold Melee Ret 4 blight On Melee Ret: * 37% chance to reduce strength, dexterity, and constitution by 29 * 33% chance to reduce damage dealt by 23% ----- def ----- Armour +7 Defense +15 (+4 eff.) Resists +22% blight +9% cold +17% nature Phys.save +23 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +18 (+6 eff.) Max.HP +67.00 HP.reg +5.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.50 Mana/turn +0.20 Max.mana +24.00 Amulets make your neck look great! |
Inventory
heroism infusion of the psychic (die at -721; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -721 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 721 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -712; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -712 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 712 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -398; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -398 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 398 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -676; dur 7; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -676 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 676 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 710%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 16 Travel.spd instantaneous 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. |
manasurge rune of the titan (regen 1399% over 10 turns; mana 70; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1399% for 10 turns (432 total) and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 102; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 102 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 221; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 4 turns and blocking 221 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +20.00 Amulets make your neck look great! |
steel amber ring0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +6 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +7 (+4 eff.) Melee+ 13 physical Ranged+ 10 physical Dmg.mod +8% all On Hit (Melee): * 14% chance to reduce all saves and defense by 28 On Hit (Ranged): * 12% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
steel ring 'Voremira'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +2 Resists +7% blight +27% cold +6% nature +6% mind Crit.chn- 10.00% Max.HP +20.00 Poison- +16% Disease- +13% Disarm- +21% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
Glimmerwinnow0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +8 Mag +5 Wil +12 Cun dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +9% light +12% arcane Res.pen +5% arcane Acc +7 (+2 eff.) Rings make your fingers look great! |
stralite amber ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Acc +9 (+3 eff.) Rings make your fingers look great! |
stralite amber ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +8% all Rings make your fingers look great! |
Leludar the Scorpionedge (118% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +16 (+4 eff.) Dmg.mod +19% lightning Melee Ret 2 nature 4 temporal On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Anom.red +5 ---------- misc Mana/turn +0.12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Cyrovea (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex +5 Mag dps ---------- Spell.crit +19% Crit.mult +24.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Defense +7 (+2 eff.) Resists +5% arcane ---------- misc Light +3 Infravis +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 151.28 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. |
Staff of Destruction (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Lightning Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc 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 On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% all Phys.save +17 (+5 eff.) Spell.save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +19 (+5 eff.) ----- def ----- Resists +11% all ---------- misc Mana/turn +0.27 Max.mana +57.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +7% blight +11% all Max.HP +51.00 HP.reg +1.50 Heal.mod +11% Poison- +28% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +12 (+3 eff.) Resists +8% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Malirorab the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Cun +7 Con ----- def ----- Defense +7 (+2 eff.) Resists +6% acid Crit.chn- 5.00% Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerpyre the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +2 Dex +7 Con dps ---------- Dmg.mod +6% lightning +6% temporal Res.pen +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +9% lightning +6% temporal Phys.save +16 (+5 eff.) Spell.save +3 (+0 eff.) Max.HP +63.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.90 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Blazecut' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Armour +1 Resists +9% lightning +6% darkness Crit.chn- 5.00% Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
Xanikira the Skyclash (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Dex +1 Wil dps ---------- Melee+ 6 acid Dmg.mod +4% acid Res.pen +10% lightning +15% fire ----- def ----- Armour +1 Resists +6% acid Crit.chn- 10.00% ---------- misc Infravis +1 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. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 5 arcane Dmg.mod +3% arcane ----- def ----- Armour +6 Resists +4% arcane Mind.save +7 (+2 eff.) Max.HP +40.00 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. |
spellwoven linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +7 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 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. |
794 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cracklewoe the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 8 acid 4 lightning On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Resists +3% nature +3% lightning Max.HP +45.00 ---------- misc 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. |
watchleader's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+1 eff.) Blind- +22% Confus- +18% ---------- misc Light +9 See.Stealth +14 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Relgagorn (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Wil dps ---------- S.pwr/crit +4 Dmg.mod +6% blight Phasing +30% Apr +6 ----- def ----- Spell.save +3 (+0 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Skyfury' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +15% light +20% lightning Melee Ret 4 lightning ----- def ----- Resists +9% lightning +9% cold +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Adutha the voratun pickaxe (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% physical Res.pen +5% physical ----- def ----- Armour +5 Defense +20 (+5 eff.) Resists +9% physical +21% darkness +8% fire Affinity +15% darkness Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 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? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By YoYo2 the Higher Archmage level 35
18th Regrowth 123rd year of Ascendancy at 16:05 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By YoYo2 the Higher Archmage level 37
61st Pyre 123rd year of Ascendancy at 23:51 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By YoYo2 the Higher Archmage level 11
18th Dusk 122nd year of Ascendancy at 01:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By YoYo2 the Higher Archmage level 32
1st Regrowth 123rd year of Ascendancy at 15:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By YoYo2 the Higher Archmage level 24
19th Haze 122nd year of Ascendancy at 18:42 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By YoYo2 the Higher Archmage level 34
15th Regrowth 123rd year of Ascendancy at 23:31 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By YoYo2 the Higher Archmage level 27
33rd Haze 122nd year of Ascendancy at 12:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By YoYo2 the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 04:53 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By YoYo2 the Higher Archmage level 20
53rd Dusk 122nd year of Ascendancy at 08:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By YoYo2 the Higher Archmage level 30
51st Haze 122nd year of Ascendancy at 03:39 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By YoYo2 the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:43 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By YoYo2 the Higher Archmage level 35
51st Regrowth 123rd year of Ascendancy at 04:41 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By YoYo2 the Higher Archmage level 36
73rd Regrowth 123rd year of Ascendancy at 23:11 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By YoYo2 the Higher Archmage level 23
17th Haze 122nd year of Ascendancy at 08:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By YoYo2 the Higher Archmage level 10
4th Flare 122nd year of Ascendancy at 02:25 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By YoYo2 the Higher Archmage level 28
47th Haze 122nd year of Ascendancy at 22:30 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By YoYo2 the Higher Archmage level 31
10th Decay 122nd year of Ascendancy at 23:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By YoYo2 the Higher Archmage level 24
18th Haze 122nd year of Ascendancy at 19:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By YoYo2 the Higher Archmage level 16
38th Dusk 122nd year of Ascendancy at 16:17 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By YoYo2 the Higher Archmage level 12
28th Dusk 122nd year of Ascendancy at 10:14 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By YoYo2 the Higher Archmage level 34
15th Regrowth 123rd year of Ascendancy at 23:33 see stats
Log
You gain 22.50 gold from the transmogrification of Spellhunt Remnants (2 def, 3 armour).
You gain 1.05 gold from the transmogrification of pair of dwarven-steel boots of evasion (7 def, 4 armour).
You gain 25.00 gold from the transmogrification of Boltreek the pair of dwarven-steel boots (0 def, 4 armour).
You gain 25.00 gold from the transmogrification of pair of hardened leather boots 'Glimmeronslaught' (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Islylaith the pair of hardened leather boots (0 def, 3 armour).
You gain 4.83 gold from the transmogrification of enveloping cashmere cloak of sorcery (9 def, 0 armour).
You gain 0.10 gold from the transmogrification of hardened leather belt.
You gain 25.00 gold from the transmogrification of dwarven-steel plate armour 'Cuthofast' (0 def, 11 armour).
You gain 17.24 gold from the transmogrification of Betharinor (10 def, 9 armour).
You gain 25.00 gold from the transmogrification of Baryrath (3 def, 8 armour).
You gain 7.13 gold from the transmogrification of mindwoven cashmere robe of Angolwen (0 def, 0 armour).
You gain 3.39 gold from the transmogrification of high-capacity pouch of steel shots of persecution (46/46, 122% power, 2 apr).
You gain 25.00 gold from the transmogrification of quiver of yew arrows 'Blazepulverizer' (20/20, 139% power, 10 apr).
You gain 22.01 gold from the transmogrification of Quenchnight the hardened leather sling.
You gain 21.29 gold from the transmogrification of Murkwinter the ash longbow.
You gain 25.00 gold from the transmogrification of Eremedan the Strikespire (122% power, 4 apr).
You gain 25.00 gold from the transmogrification of Tempestsever (147% power, 4 apr).
You gain 22.45 gold from the transmogrification of steel greatsword 'Yvimithra' (129% power, 2 apr).
You gain 25.00 gold from the transmogrification of Kudir (127% power, 2 apr).
You gain 22.74 gold from the transmogrification of Urthakath the Sleetwrack (123% power, 2 apr).
You gain 25.00 gold from the transmogrification of Armyhek the Morbusmark (121% power, 2 apr).
You gain 7.20 gold from the transmogrification of lifebinding yew vilestaff of protection (120% power, 4 apr, blight element).
You gain 25.00 gold from the transmogrification of Urokor the Infernoquill (120% power, 4 apr, physical element).
You gain 4.40 gold from the transmogrification of cruel ash magestaff of warding (111% power, 3 apr, cold element).
You gain 25.00 gold from the transmogrification of Windraider the ash vilestaff (111% power, 3 apr, acid element).
You gain 22.93 gold from the transmogrification of gold amulet 'Brenydrandur'.
You gain 0.70 gold from the transmogrification of shatter afflictions rune (absorb 103; cd 22).
You gain 1.36 gold from the transmogrification of acid wave rune (damage 105; dur 4; cd 19).
You gain 2.36 gold from the transmogrification of blink rune of the warrior (range 6; phase 20; cd 10).
The furious lightning storm around YoYo2 calms down and disappears.




































































































































