










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Archmage |
Level / Exp | 22 / 92% |
Size | medium |
Lifes / Deaths | Killed by Elotira the thief at level 22 on the 43rd Dusk 122nd year of Ascendancy at 10:37 / 2Killed by Siladaba the sandworm at level 22 on the 46th Dusk 122nd year of Ascendancy at 21:46 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 12 (base 10) |
Magic | 55 (base 51) |
Willpower | 56 (base 43) |
Cunning | 11 (base 11) |
Resources
Life | -15/377 |
Mana | 75/599 |
Healing Factor | 1.1691526171258 |
Regeneration | 0.29228815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 25 |
Accuracy | 21 |
Crit Chance | 5% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Lightning | +61% |
Light | +6% |
Mind | +12% |
Cold | +21% |
Arcane | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Fire | +10% |
Light | +10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 48%( 70%) |
All | + 9%( 70%) |
Lightning | + 59%( 70%) |
Light | + 12%( 70%) |
Physical | + 14%( 70%) |
Mind | + 12%( 70%) |
Fire | + 20%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Poison Resistance | 0% |
Knockback Resistance | 62% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 995% for 10 turns (62 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning Changes resistances penetration: +10% fire Changes damage: +12% mind / +6% fire Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.70 to 143.10 lightning damage (95.40 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% lightning / +6% blight / +6% cold / +22% nature / +3% acid Changes damage: +10% lightning / +11% nature Mental save: +8 (+4 eff.) Healing mod.: +5% Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.12 Maximum mana: +40.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +4 Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes stats: +3 Dex Changes resistances: +3% mind Changes resistances penetration: +15% physical Critical mult.: +20.00% Physical save: +9 (+4 eff.) Stamina each turn: +2.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Changes stats: +2 Mag Changes resistances: +16% lightning / +16% cold / +3% light / +9% all Changes resistances penetration: +10% light Changes damage: +11% lightning / +11% cold / +6% light Physical save: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +9 Wil Changes damage: +6% arcane Spell save: +6 (+3 eff.) Maximum mana: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +11% cold Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 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 670% for 10 turns (42 total) and instantly restoring 34 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. |
![]() Daneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.12 Spell / Meta Confusion immunity: +22% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Life regen: +1.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +3 Dex Changes resistances: +22% acid Changes resistances penetration: +5% darkness Changes damage: +11% acid Stamina each turn: +1.00 Rings make your fingers look great! |
![]() gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
![]() marksman's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +22% Life regen: +4.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +23.00 Rings make your fingers look great! |
![]() dwarven-steel battleaxe of crippling (10 - 15 damage, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Massive two-handed battleaxes. |
![]() steel dagger of projection (7 - 10 damage, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
![]() steel dagger of shearing (7 - 10 damage, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Sharp, short and deadly. |
![]() warbringer's steel dagger of crippling (7 - 10 damage, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+6 eff.) Changes stats: +1 Con Changes resistances penetration: +6% physical Disarm immunity: +15% Sharp, short and deadly. |
![]() Aerirach the Kindleworm (9 - 13 damage, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +42 (+25 eff.) Changes resistances: +6% light Blindness immunity: +20% Disarm immunity: +36% Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
![]() truestriking steel greatmaul of rage (9 - 14 damage, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +10 Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +9% physical Massive two-handed mauls. |
![]() plaguebringer's dwarven-steel greatsword of corruption (10 - 17 damage, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). When this weapon hits: Curse of Defenselessness (20% chance level 3). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +13 blight When wielded/worn: Disease immunity: +14% Massive two-handed swords. |
![]() stralite greatsword of evisceration (11 - 18 damage, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+11 eff.) Massive two-handed swords. |
![]() dwarven-steel mace of phasing (8 - 12 damage, 9 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Blunt and deadly. |
![]() nature's thorny mindstar of life (13 - 14 damage, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +6% nature Talent granted: +1 Attune Mindstar Disease immunity: +12% Life regen: +1.10 Maximum life: +18.00 Mindpower: +6 (+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. |
![]() thorny mindstar of clarity (13 - 14 damage, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Maximum psi: +15.00 Mindpower: +6 (+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. |
![]() Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Changes resistances: +3% cold Changes resistances penetration: +5% lightning / +5% cold Changes damage: +10% lightning / +9% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.61 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. |
![]() Eilinida the yew starstaff (22 - 26 damage, 4 apr, temporal element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Defense: +5 (+5 eff.) Changes stats: +2 Str / +10 Con Changes damage: +6% physical / +20% temporal Talent granted: +1 Command Staff Critical mult.: +5.00% Life regen: +1.80 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Light radius: +2 Healing mod.: +34% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.61 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. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 126.03 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (252). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() dwarven-steel waraxe of erosion (7 - 10 damage, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Changes resistances: +6% lightning / +5% temporal Changes damage: +6% arcane See invisible: +3 A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% mind / +6% cold Changes damage: +3% fire Mental save: +6 (+3 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Glorunor the cashmere cloak (17 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+13 eff.) Defense: +17 (+12 eff.) Changes stats: +4 Mag Maximum life: +42.00 Infravision radius: +2 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +3 Wil Spell 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+10 eff.) Armour: +9 Changes resistances: +3% fire Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Poison immunity: +10% Stamina each turn: +0.40 Maximum life: +20.00 Maximum stamina: +12.00 A pair of boots made of leather. |
![]() scholar's pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Spellpower: +5 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +6% lightning / +9% fire / +6% cold Changes damage: +4% physical Poison immunity: +20% Stun/Freeze immunity: +20% When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Bokyromidan the dwarven-steel helm (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% Changes stats: +6 Wil / +4 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Critical mult.: +5.00% Mindpower: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning / +5% cold / +6% fire Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
![]() mindwoven cashmere wizard hat of the mountain (+12%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +12% physical Changes damage: +12% physical Psi each turn: +0.16 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() starseer's cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes damage: +5% darkness / +5% temporal / +6% light / +3% physical A pointy cloth hat, very wizardly... |
![]() cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +14% blight / +18% cold / +12% nature A suit of armour made of mail. |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +36.00 Healing mod.: +13% A suit of armour made of mail. |
![]() dwarven-steel mail armour of spell shielding (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +6% arcane Spell save: +12 (+6 eff.) A suit of armour made of mail. |
![]() fortifying dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+3 eff.) Fatigue: +8% Changes stats: +3 Str / +4 Con Physical save: +7 (+3 eff.) Maximum life: +30.00 A suit of armour made of mail. |
![]() prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +15% fire / +12% light / +12% darkness A suit of armour made of mail. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +6% light / +1% physical Cut immunity: +20% Life regen: +4.00 Maximum life: +97.00 Healing mod.: +21% A suit of armour made of leather. |
![]() cleansing rough leather armour of the deep (3 def, 4 armour) Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold / +10% nature / +11% blight Allows you to breathe in: water A suit of armour made of leather. |
![]() Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +6% arcane / +11% light / +10% darkness Spell save: +10 (+5 eff.) A suit of armour made of leather. |
![]() radiant hardened leather armour of command (15 def, 11 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+11 eff.) Fatigue: +8% Changes stats: +2 Cun / +2 Wil Changes resistances: +17% blight / +13% darkness Mental save: +12 (+6 eff.) Light radius: +1 A suit of armour made of leather. |
![]() storming quiver of ash arrows (18/18, 10 - 14 damage, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage (Ranged): +18 lightning Damage (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 31.78 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +2 Con Mana when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) It can be used to fire a magical bolt dealing 121 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Frostvice the yew wand of shielding [power 242] (16/20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% cold Reduces incoming crit damage: 15.00% It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 15% for 2 turns. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 ArcMage the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 18:32 see stats
By ArcMage the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 03:29 see stats
By ArcMage the Cornac Archmage level 20
33rd Dusk 122nd year of Ascendancy at 20:42 see stats
By ArcMage the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:11 see stats
By ArcMage the Cornac Archmage level 22
43rd Dusk 122nd year of Ascendancy at 11:36 see stats
By ArcMage the Cornac Archmage level 11
3rd Flare 122nd year of Ascendancy at 08:24 see stats
By ArcMage the Cornac Archmage level 17
22nd Dusk 122nd year of Ascendancy at 02:41 see stats
By ArcMage the Cornac Archmage level 22
43rd Dusk 122nd year of Ascendancy at 10:37 see stats
Log
Melee retaliation hits Siladaba the sandworm for (1 to psi shield), 2 lightning (2 total damage).
ArcMage hits Siladaba the sandworm for 11 healing, 1 healing, 3 healing, 1 healing (0 total damage) [17 healing].
ArcMage's arcane area effect hits Siladaba the sandworm for (31 to psi shield), 47 arcane (47 total damage).
LIFE LOST WARNING!
ArcMage hits Siladaba the sandworm for (3 to psi shield), 4 lightning (4 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
ArcMage casts Arcane Reconstruction.
ArcMage receives 476 healing.
Thunderstorm hits Siladaba the sandworm for (5 to psi shield), 7 lightning (7 total damage).
ArcMage receives 30 healing from Temporal Restoration Field.
The unstable sand tunnel collapses!
Siladaba the sandworm's Beyond the Flesh performs a melee critical strike against ArcMage!
Siladaba the sandworm steals life from ArcMage!
Raze hits ArcMage for 11 darkness, 11 darkness (21 total damage).
Siladaba the sandworm's Beyond the Flesh hits ArcMage for 190 physical, 22 physical (213 total damage).
Melee retaliation hits Siladaba the sandworm for (1 to psi shield), 2 lightning (2 total damage).
ArcMage hits Siladaba the sandworm for 24 healing, 1 healing, 3 healing, 1 healing (0 total damage) [30 healing].
Siladaba the sandworm performs a melee critical strike against ArcMage!
Siladaba the sandworm steals life from ArcMage!
Siladaba the sandworm hits ArcMage for 159 physical damage.
Melee retaliation hits Siladaba the sandworm for (1 to psi shield), 2 lightning (2 total damage).
Siladaba the sandworm receives 18 healing from ArcMage.
ArcMage the level 22 cornac archmage was stabbed to death by Siladaba the sandworm on level 1 of Sandworm lair.
The furious lightning storm around ArcMage calms down and disappears.