Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 38 / 16% |
Size | medium |
Lifes / Deaths | Killed by Norgos, the Guardian at level 14 on the 35th Haze 122nd year of Ascendancy at 18:47 6 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 104 (base 60) |
Willpower | 73 (base 60) |
Cunning | 36 (base 36) |
Resources
Life | 569/569 |
Mana | 378/378 |
Healing Factor | 1.0000003099961 |
Regeneration | 4.2500013174834 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.85179503776% |
Spell | 0% |
Global | +130.07221286943% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 10 |
See Stealth | 7 |
See Invisible | 18 |
Offense: Mainhand
Damage | 39 |
Accuracy | 28 |
Crit Chance | 30% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 36% |
Speed | 1 |
Cooldown Reduction | 13.333333333333 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +12% |
Arcane | +21% |
Mind | +6% |
All | 0% |
Lightning | +32% |
Light | +14% |
Temporal | +6% |
Physical | +11% |
Nature | +3% |
Offense: Damage Penetration
Acid | +50% |
Lightning | +95% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (50.65183292883%) |
Defense | 61 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 54 |
Mental Save | 45 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 32%( 70%) |
All | + 23%( 70%) |
Darkness | + 48%( 70%) |
Light | + 34%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 41%( 70%) |
Mind | + 39%( 70%) |
Lightning | + 40%( 70%) |
Defense: Immunities
Silence Resistance | 59% |
Disarm Resistance | 23% |
Knockback Resistance | 26% |
Confusion Resistance | 62% |
Stun Resistance | 93% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 252 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 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 1293% for 10 turns (136 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 606 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 729% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 |
| 3/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hurricane |
talent | Disruption Shield |
talent | Chant of Fortress |
talent | Phantasmal Shield |
talent | Thunderstorm |
talent | Essence of Speed |
talent | Tempest |
talent | Arcane Power |
talent | Spellcraft |
talent | Premonition |
talent | Shielding |
talent | Feather Wind |
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. | done |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Salimira the snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Rywarin. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Aerorita the white crystal. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 313. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. 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 naga tongue. * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. 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 snow giant kidney. * You've found the needed pouch of faeros ash. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 black mamba head. * You've found the needed vial of wight ectoplasm. * You've found the needed storm wyrm claw. | 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 within4 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 | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +24% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +5% blight / +7% darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 24 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Tuloharalar' (0 def, 3 armour) hardened leather cap 'Tuloharalar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str Changes damage: +21% arcane Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Maximum vim: +40.00 A cap made of leather. |
Tool | Blazefist [power 2] (25 cooldown) Blazefist [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances: +6% blight Changes resistances penetration: +10% lightning / +5% acid Changes damage: +6% acid / +12% blight It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Kindlemortal the steel ring Kindlemortal the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +11% physical / +6% light Changes resistances penetration: +5% acid Changes damage: +11% physical Blindness immunity: +20% Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +26% Maximum life: +24.00 Light radius: +1 Infravision radius: +4 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Defense: +11 (+3 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +10% lightning Mental save: +9 (+3 eff.) Confusion immunity: +31% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Cannot be unequipped or rerolled until level 39. It can be used to 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 Activation puts all charms on cooldown for 1 turns. "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? |
Around waist | spiritwalker's hardened leather belt spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.27 Maximum mana: +34.00 A belt that goes around your waist. |
In main hand | Hazewalker (120% power, 4 apr, lightning element) Hazewalker (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +17.0% Damage (Melee): 30 arcane Damage when hit (Melee): 2 acid Changes resistances penetration: +15% acid / +15% cold Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Maximum mana: +43.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
On hands | Sunstreak (0 def, 2 armour) Sunstreak (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 10 temporal Damage when hit (Melee): 6 light Changes resistances: +9% temporal / +15% mind / +6% cold Changes damage: +6% temporal / +6% light / +6% mind Light radius: +3 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. |
Main armor | Armendil the cashmere robe (6 def, 5 armour) Armendil the cashmere robe (6 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Changes stats: +4 Wil / +10 Mag Changes resistances: +6% lightning / +10% darkness / +8% light / +6% cold / +6% mind / +11% all Changes damage: +8% light Silence immunity: +35% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +42.00 Maximum mana: +63.00 Spellpower: +31 (+7 eff.) Spell crit. chance: +9% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Rootcutter (2 def, 0 armour) Rootcutter (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+10 eff.) Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Defense: +2 (+1 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Mag / +2 Wil Changes damage: +3% nature Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +49.00 Maximum mana: +49.00 Maximum stamina: +19.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Yvirina' gold amulet 'Yvirina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +16% lightning / +2% physical / +15% darkness Physical save: +9 (+5 eff.) Spell save: +18 (+6 eff.) Stun/Freeze immunity: +26% Life regen: +4.00 Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 17%; physical; dur 3; cd 15) wild infusion of the titan (res 17%; physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; mental; dur 3; cd 13) wild infusion of the titan (res 20%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 38%; magical; dur 2; cd 10) wild infusion of the wizard (res 38%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 1189% over 10 turns; mana 59; cd 13) manasurge rune of the psychic (regen 1189% over 10 turns; mana 59; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1189% for 10 turns (125 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1139% over 10 turns; mana 57; cd 17) manasurge rune of the sneak (regen 1139% over 10 turns; mana 57; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 1139% for 10 turns (120 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 202; cd 15) shatter afflictions rune of the wizard (absorb 202; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 202 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 511; dur 4; cd 14) shielding rune of the psychic (absorb 511; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 511 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 562; dur 6; cd 14) shielding rune of the sneak (absorb 562; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 562 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 705; dur 5; cd 14) shielding rune of the wizard (absorb 705; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 589; dur 5; cd 16) shielding rune of the wizard (absorb 589; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 589 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shimmerstone ShimmerstoneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +21% lightning / +18% fire Changes resistances penetration: +25% fire Changes damage: +30% lightning Life regen: +3.00 Amulets make your neck look great! |
Undeathravage UndeathravageInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes stats: +7 Con / +2 Wil Changes resistances: +3% nature Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% nature Physical save: +20 (+8 eff.) Spell save: +14 (+5 eff.) Mental save: +27 (+9 eff.) Confusion immunity: +17% Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
gold amulet of manastreaming gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.25 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +36.00 Amulets make your neck look great! |
grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
Ivominn the steel ring Ivominn the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Mental save: +15 (+5 eff.) Blindness immunity: +10% Poison immunity: +20% Silence immunity: +20% Disarm immunity: +10% Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Mayawen the steel ring Mayawen the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +12% temporal / +9% fire / +3% mind / +6% light Life regen: +11.00 Hate when firing a critical mind attack: +3.00 Maximum life: +104.00 Healing mod.: +14% Rings make your fingers look great! |
Relgigorn RelgigornInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +25 (+13 eff.) Damage when hit (Melee): 4 arcane / 10 blight Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +20% arcane Critical mult.: +40.00% Stamina each turn: +3.00 Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Winterbiter WinterbiterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +1 Str Changes resistances: +22% lightning Changes resistances penetration: +5% cold Changes damage: +11% lightning / +3% mind Critical mult.: +10.00% Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
gold ring 'Blazestun' gold ring 'Blazestun'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +15% acid Changes damage: +18% fire / +15% light / +15% darkness Mental save: +11 (+3 eff.) Confusion immunity: +29% Rings make your fingers look great! |
steel ring 'Sparkmonster' steel ring 'Sparkmonster'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +2 Cun Changes resistances penetration: +15% lightning / +25% temporal Changes damage: +15% lightning / +9% temporal Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +11 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Blazemarrow (72% power, 12 apr, nature damage) Blazemarrow (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +25% lightning / +15% cold Changes damage: +18% lightning / +6% cold Talent granted: +1 Attune Mindstar Spell save: +6 (+2 eff.) Life regen: +0.70 Maximum life: +16.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Unrygen the vined mindstar (83% power, 18 apr, mind damage) Unrygen the vined mindstar (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% blight Talent granted: +1 Attune Mindstar Spell save: +18 (+6 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Mindpower: +9 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of storms (94% power, 24 apr, nature damage) gifted thorny mindstar of storms (94% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +1 Str / +2 Dex / +1 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +6% lightning Changes damage: +7% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nimbusream (129% power, 4 apr, arcane element) Nimbusream (129% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +21% lightning Changes damage: +25% arcane / +6% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +0.70 Spellpower: +18 (+5 eff.) Spell crit. chance: +11% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art. |
Tuluhir the Obsidiansteel (120% power, 4 apr, acid element) Tuluhir the Obsidiansteel (120% power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +19 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Maximum wards: +3 acid Changes resistances penetration: +10% mind Changes damage: +20% acid / +6% darkness / +12% mind Talents granted: +3 Ward +1 Command Staff Critical mult.: +13.00% Spellpower: +14 (+4 eff.) Spell crit. chance: +12% Damage Shield penetration: +15% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
Belaruisus the Kindleobeisance (12 def, 6 armour) Belaruisus the Kindleobeisance (12 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes stats: +4 Str / +5 Mag / +4 Wil Changes resistances: +9% lightning / +10% physical / +8% cold / +11% all Changes damage: +20% lightning / +20% physical / +9% fire / +12% cold Physical save: +23 (+9 eff.) Blindness immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Polyta' (0 def, 0 armour) woollen robe 'Polyta' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +18% lightning / +19% darkness / +9% all Changes resistances penetration: +5% blight Changes damage: +12% lightning / +11% nature / +13% darkness Critical mult.: +20.00% Poison immunity: +20% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastrip (0 def, 1 armour) Blastrip (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% light Changes resistances penetration: +10% lightning / +5% cold Changes damage: +6% cold Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% 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. |
Aerygrim the Iceflash (2 def, 0 armour) Aerygrim the Iceflash (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Dex / +7 Mag / +2 Cun / +3 Con Changes damage: +10% arcane / +3% cold Life regen: +5.70 Damage Shield Power: +12% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Armaroleg the Icefoe (11 def, 0 armour) Armaroleg the Icefoe (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes resistances: +6% fire / +3% mind / +7% cold Changes resistances penetration: +5% cold Changes damage: +9% cold Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Sparksun the linen wizard hat (1 def, 0 armour) Sparksun the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +2 Wil / +2 Cun Changes resistances: +21% lightning / +9% cold Physical save: +6 (+3 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
Strikepassion (0 def, 4 armour) Strikepassion (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +7 Cun / +5 Con Changes damage: +18% lightning Mindpower: +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Earthshear' (2 def, 0 armour) cashmere wizard hat 'Earthshear' (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +5 Wil Changes resistances: +6% nature / +13% physical / +11% darkness / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +7% physical / +25% arcane / +12% darkness Physical save: +8 (+4 eff.) Maximum mana: +56.00 Maximum hate: +11.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
mindcaging hardened leather cap of precognition (6 def, 3 armour) mindcaging hardened leather cap of precognition (6 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +12% mind Mental save: +15 (+5 eff.) Confusion immunity: +25% A cap made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
760 alchemist agate 760 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Heatlore the dwarven-steel pickaxe (dig speed 12 turns) Heatlore the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +4 Str / +2 Con Changes resistances: +12% fire Changes resistances penetration: +10% darkness Maximum life: +25.00 Maximum stamina: +19.00 Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +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. |
ethereal alchemist's lamp ethereal alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Spellpower: +7 (+2 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 154% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bethirialaith the steel torque of psionic shield [power 59] (25 cooldown) Bethirialaith the steel torque of psionic shield [power 59] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 6 blight Changes stats: +5 Mag / +2 Wil / +6 Con Changes resistances: +6% blight Reduces incoming crit damage: 10.00% It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Flashoozer [power 27] (25 cooldown) Flashoozer [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% mind / +3% lightning Changes damage: +18% lightning / +6% fire / +9% mind It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Oozevein the steel torque of mindblast [power 170] (15 cooldown) Oozevein the steel torque of mindblast [power 170] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +3% arcane It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +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. |
Vorunne [power 122] (15 cooldown) Vorunne [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% temporal Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Mindpower: +30 (+10 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glayata [power 200] (20 cooldown) Glayata [power 200] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% mind Maximum wards: +4 lightning / +3 cold / +3 light / +3 temporal Changes resistances penetration: +5% arcane Talent granted: +1 Ward Spell save: +6 (+2 eff.) Mana each turn: +0.04 Spell crit. chance: +3% It can be used to create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rywarin the Higher Archmage level 37
10th Dusk 123rd year of Ascendancy at 19:58 see stats
By Rywarin the Higher Archmage level 32
42nd Pyre 123rd year of Ascendancy at 23:48 see stats
By Rywarin the Higher Archmage level 37
5th Flare 123rd year of Ascendancy at 18:39 see stats
By Rywarin the Higher Archmage level 31
33rd Pyre 123rd year of Ascendancy at 13:54 see stats
By Rywarin the Higher Archmage level 13
3rd Dusk 122nd year of Ascendancy at 09:00 see stats
By Rywarin the Higher Archmage level 33
54th Pyre 123rd year of Ascendancy at 10:57 see stats
By Rywarin the Higher Archmage level 24
34th Regrowth 123rd year of Ascendancy at 21:15 see stats
By Rywarin the Higher Archmage level 34
3rd Mirth 123rd year of Ascendancy at 14:11 see stats
By Rywarin the Higher Archmage level 23
31st Regrowth 123rd year of Ascendancy at 16:52 see stats
By Rywarin the Higher Archmage level 32
42nd Pyre 123rd year of Ascendancy at 23:18 see stats
By Rywarin the Higher Archmage level 10
2nd Summertide 122nd year of Ascendancy at 17:25 see stats
By Rywarin the Higher Archmage level 20
77th Haze 122nd year of Ascendancy at 06:50 see stats
By Rywarin the Higher Archmage level 30
13rd Pyre 123rd year of Ascendancy at 19:01 see stats
By Rywarin the Higher Archmage level 5
74th Pyre 122nd year of Ascendancy at 21:27 see stats
By Rywarin the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:03 see stats
By Rywarin the Higher Archmage level 20
15th Regrowth 123rd year of Ascendancy at 14:53 see stats
By Rywarin the Higher Archmage level 25
41st Regrowth 123rd year of Ascendancy at 02:16 see stats
By Rywarin the Higher Archmage level 32
42nd Pyre 123rd year of Ascendancy at 23:48 see stats
By Rywarin the Higher Archmage level 9
2nd Summertide 122nd year of Ascendancy at 02:04 see stats
By Rywarin the Higher Archmage level 32
42nd Pyre 123rd year of Ascendancy at 23:48 see stats
By Rywarin the Higher Archmage level 26
69th Regrowth 123rd year of Ascendancy at 01:40 see stats
By Rywarin the Higher Archmage level 20
21st Regrowth 123rd year of Ascendancy at 23:43 see stats
By Rywarin the Higher Archmage level 24
40th Regrowth 123rd year of Ascendancy at 19:09 see stats
By Rywarin the Higher Archmage level 18
66th Haze 122nd year of Ascendancy at 20:34 see stats
By Rywarin the Higher Archmage level 36
5th Flare 123rd year of Ascendancy at 07:04 see stats
Log
There is a A gate into the old kingdom of Reknor here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Resting starts...
Talent Shock is ready to use.
Talent Manathrust is ready to use.
Talent Nova is ready to use.
The protective shield of Rywarin disappears.
Rywarin slows down.
Talent Rune: Shatter Afflictions is ready to use.
The fabric of time around Rywarin returns to normal.
Talent Born into Magic is ready to use.
Talent Temporal Shield is ready to use.
Rywarin stops surging mana.
Talent Mirror Image is ready to use.
Rywarin is no longer surging arcane power.
Talent Rune: Manasurge is ready to use.
Talent Infusion: Movement is ready to use.
Talent Phase Door is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Aegis is ready to use.
Talent Highborn's Bloom is ready to use.
Talent Displacement Shield is ready to use.
Talent Wrath of the Highborn is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).
The furious lightning storm around Rywarin calms down and disappears.