









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 30 / 96% |
Size | medium |
Lifes / Deaths | Killed by Mayothra the rattlesnake at level 10 on the 2nd Summertide 122nd year of Ascendancy at 20:37 3 / 4Killed by Isladanor the giant lightning ant at level 26 on the 80th Haze 122nd year of Ascendancy at 03:46 Killed by Salewe the corrupted acidic digestor at level 30 on the 12nd Regrowth 123rd year of Ascendancy at 11:31 Killed by High_on_Aether at level 30 on the 12nd Regrowth 123rd year of Ascendancy at 11:36 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 20 (base 10) |
Magic | 84 (base 60) |
Willpower | 75 (base 58) |
Cunning | 22 (base 11) |
Resources
Life | 520/520 |
Mana | 728/728 |
Healing Factor | 1.2470588855781 |
Regeneration | 22.758824661801 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
See Invisible | 21 |
Offense: Mainhand
Damage | 40 |
Accuracy | 8 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Fire | +20% |
Nature | +12% |
Temporal | +24% |
Blight | +9% |
Arcane | +56% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Arcane | 0% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 43 |
Mental Save | 34 |
Defense: Resistances
Blight | + 26%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 12%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 32%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 30% |
Disarm Resistance | 20% |
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 4 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 1211% for 10 turns (73 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 791% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
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 / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the worried loremaster from death by High_on_Aether. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+4 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd 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 | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +3% lightning +3% fire +6% darkness Spell.save +6 (+2 eff.) Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training Cun 25 [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +3% fire ---------- misc See.Invis +21 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire +12% nature +9% cold On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +6 Resists +22% fire +24% nature +3% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 310, based on Magic) for 10 turns. Uses 20 power out of 16/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane ----- def ----- Armour +12 Resists +3% lightning Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Max.HP +40.00 HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con +3 Mag dps ---------- Melee+ 5 physical Dmg.mod +5% physical +4% arcane +6% fire Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +7 Fatigue +3% Resists +6% darkness Phys.save +10 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% blight +24% temporal Melee Ret 10 blight ----- def ----- Defense +3 (+3 eff.) Resists +19% blight +12% temporal +20% nature HP.reg +11.00 Heal.mod +16% ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 625% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 654% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (44 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1143% for 10 turns (69 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 385 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +25 (+16 eff.) Resists +15% fire +13% mind +5% arcane Confus- +24% ---------- misc Stam/turn +2.00 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +10.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Resists +21% lightning +4% physical +9% fire +12% blight Die.at -20.00 life HP.reg +4.00 Poison- +20% Stun/Frz- +26% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% acid +2% physical +10% mind +3% blight Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Mag +2 Cun ----- def ----- Heal.mod +12% Cut- +50% ---------- misc See.Invis +15 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Melee+ 15 light 12 darkness Dmg.mod +6% temporal +5% physical +19% darkness +13% light On Melee Ret: * 11% chance to reduce damage dealt by 22% * 10% chance to blind Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 12 physical Dmg.mod +10% darkness +15% arcane On Hit (Melee): * 31% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Resists +17% arcane +3% mind +20% darkness ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +15% cold +11% light On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +9% acid +9% cold +22% light +9% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +5 Cun +2 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind +12% cold ----- def ----- Resists +9% fire +24% cold Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +3% mind Res.pen +10% mind +10% nature Melee Ret 4 mind ----- def ----- Resists +6% light Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.13 cold and 18.43 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +21.00 Disarm- +23% Pinning- +21% Knockbk- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% mind ----- def ----- Defense +4 (+4 eff.) Resists +10% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +8 (+8 eff.) Resists +26% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Mov.spd +13% Acc +12 (+11 eff.) ----- def ----- Defense +6 (+6 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Spell.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +16 arcane On Hit: 20% Curse of Vulnerability 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +2 Mag dps ---------- Phys.crit +16.0% Dmg.mod +19% physical Acc +23 (+17 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +50.00 Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master/Psionic Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 31% chance to reduce all saves and defense by 27 While equipped: Stats +6 Cun +5 Wil dps ---------- Res.pen +12% all Acc +14 (+12 eff.) Apr +12 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Master Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+10 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +6% Melee+ 11 fire Dmg.mod +4% fire Res.pen +13% fire ----- def ----- Resists +17% fire ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +4% nature ----- def ----- Resists +5% blight Mind.save +5 (+3 eff.) Disease- +13% ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar 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. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +3% blight +9% fire +15% arcane ----- def ----- Armour +2 Hardiness +3% Resists +6% blight Phys.save +4 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +18 (+5 eff.) Dmg.mod +30% physical ----- def ----- Defense +8 (+8 eff.) HP.reg +1.60 Heal.mod +20% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 93.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +9% physical Acc +10 (+10 eff.) ----- def ----- Mind.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +7 (+2 eff.) Melee Ret 8 lightning 8 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +12 (+10 eff.) Resists +7% blight Mind.save +8 (+4 eff.) Stealth +8 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +6% light Mind.save +9 (+5 eff.) Die.at -20.00 life Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +14% darkness +15% mind +13% all Phys.save +11 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +29 (+12 eff.) Max.HP +65.00 HP.reg +3.00 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +3 ----- def ----- Resists +15% all Silence- +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +3 ----- def ----- Resists +15% all Silence- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +15% all Max.HP +83.00 HP.reg +3.40 Heal.mod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +7% blight +11% all Max.HP +58.00 HP.reg +2.20 Heal.mod +21% ---------- misc Mana/turn +0.15 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +22% lightning +15% all ---------- misc Mana/turn +0.24 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +3 Dex +1 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue -5% Crit.chn- 5.00% Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Die.at -60.00 life Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Res.pen +17% darkness +15% temporal ----- def ----- Armour +5 Fatigue +4% Resists +18% darkness +22% temporal Def/telep +23 Res/telep +15% Dur/telep +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +22% Stun/Frz- +24% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 physical 8 temporal Ranged+ 10 temporal Dmg.mod +5% temporal +6% nature +6% physical Acc +6 (+6 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +8 Resists +8% darkness +8% temporal ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +5% Resists +3% lightning +10% darkness +6% mind +11% light Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +8 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 See.Invis +6 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% arcane +18% fire ----- def ----- Defense +2 (+2 eff.) ---------- misc Mana/turn +0.19 Light +2 Infravis +3 See.Invis +12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.30 to 108.90 lightning damage (72.60 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +12% fire Res.pen +25% mind Melee Ret 10 lightning 6 fire ----- def ----- Defense +2 (+2 eff.) Resists +22% lightning +6% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +6 Cun +2 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% mind ---------- misc Max.mana +10.00 A pointy cloth hat, very wizardly... |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 349 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 36.33 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. |
![]() 2.0 T1 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +4 (+2 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 101 for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +1.0% Res.pen +5% light Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 40% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Cun dps ---------- Dmg.mod +9% nature Melee Ret 8 nature ---------- misc Light +3 Wards +4 acid +4 cold +3 nature +3 mind Talents +1 Ward Reveal the area around you, dispelling darkness (radius 10, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Melee Ret 6 lightning ----- def ----- Resists +9% temporal Spell.save +3 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By High_on_Aether the Higher Archmage level 30
10th Regrowth 123rd year of Ascendancy at 19:06 see stats
By High_on_Aether the Higher Archmage level 20
19th Haze 122nd year of Ascendancy at 18:14 see stats
By High_on_Aether the Higher Archmage level 24
70th Haze 122nd year of Ascendancy at 05:56 see stats
By High_on_Aether the Higher Archmage level 24
70th Haze 122nd year of Ascendancy at 03:45 see stats
By High_on_Aether the Higher Archmage level 10
2nd Summertide 122nd year of Ascendancy at 13:45 see stats
By High_on_Aether the Higher Archmage level 20
14th Haze 122nd year of Ascendancy at 11:12 see stats
By High_on_Aether the Higher Archmage level 30
8th Regrowth 123rd year of Ascendancy at 11:53 see stats
By High_on_Aether the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 16:46 see stats
By High_on_Aether the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 12:11 see stats
By High_on_Aether the Higher Archmage level 29
9th Allure 123rd year of Ascendancy at 18:19 see stats
By High_on_Aether the Higher Archmage level 26
73rd Haze 122nd year of Ascendancy at 04:15 see stats
By High_on_Aether the Higher Archmage level 12
4th Flare 122nd year of Ascendancy at 13:49 see stats
By High_on_Aether the Higher Archmage level 24
71st Haze 122nd year of Ascendancy at 16:06 see stats
By High_on_Aether the Higher Archmage level 18
75th Dusk 122nd year of Ascendancy at 04:26 see stats
By High_on_Aether the Higher Archmage level 30
12nd Regrowth 123rd year of Ascendancy at 11:36 see stats
Log
Talent Temporal Shield is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
High_on_Aether stops surging mana.
Talent Aether Breach is ready to use.
Talent Illuminate is ready to use.
The shield around High_on_Aether crumbles.
Talent Arcane Eye is ready to use.
Talent Mirror Image is ready to use.
High_on_Aether casts Manathrust.
High_on_Aether hits Salewe the corrupted acidic digestor for 285 arcane damage.
Salewe the corrupted acidic digestor casts Moonlight Ray.
Salewe the corrupted acidic digestor's spell attains critical power!
Salewe the corrupted acidic digestor's spell attains critical power!
Salewe the corrupted acidic digestor slows down.
Salewe the corrupted acidic digestor hits High_on_Aether for 537 darkness damage.
High_on_Aether the level 30 higher archmage was darkened to death by Salewe the corrupted acidic digestor on level 1 of The Godfeaster.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Salewe the corrupted acidic digestor killed High_on_Aether!
Saving game...
Saving done.
Talent Rune: Stormshield is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Manathrust is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!