










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Classic Berzerker Remix 1.7.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Nightmare Semi-Roguelike (mild) |
Sex | Female |
Race | Shalore |
Class | Kharybdian |
Level / Exp | 32 / 48% |
Size | medium |
Lifes / Deaths | no deaths recorded 1 / 0 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 17 (base 10) |
Constitution | 77 (base 59) |
Magic | 76 (base 60) |
Willpower | 20 (base 10) |
Cunning | 24 (base 11) |
Resources
Life | 1499/1499 |
Hands | 150/150 |
Healing Factor | 1.6782419580055 |
Regeneration | 8.9785944753294 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 14 |
See Stealth | 35.963832591226 |
See Invisible | 36.963832591226 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 37 |
Accuracy | 30 |
Crit Chance | 27% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Lightning | +12% |
Cold | +7% |
Physical | +64% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 48 (55.65183292883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 47 |
Mental Save | 51 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 43%( 70%) |
All | + 23%( 70%) |
Darkness | + 33%( 70%) |
Physical | + 35%( 70%) |
Temporal | + 33%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 26%( 70%) |
Fire | + 39%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 20% |
Blind Resistance | 21% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Spell / Oceansong | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Intrusion | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Moon Wurm | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Chronorium | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Polyps | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Bloodtide | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/1 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Otherside | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Other Page | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
beneficial effect | Increases defense by 8. Mobile Defense |
beneficial effect | Increased critical chance by 10 and power by 15% Sudden Insight |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Stire of Derth's elixir of the fox · Ungrol of Last Hope's elixir of stoneskin |
beneficial effect | 5336 life is saved to revive you. Reservoir |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Trollmire. Escort: lost warrior (level 1 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 35. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * '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.' * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of elder vampire blood. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% fire Melee Ret 4 temporal ----- def ----- Armour +3 Defense +15 (+4 eff.) Resists +3% blight Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Cut- +20% Disarm- +20% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +8% blight +7% cold +7% darkness +7% temporal Def/telep +13 Res/telep +13% Dur/telep +16% ---------- misc Light +4 Infravis +5 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 50 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% fire +15% physical Apr +5 On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Tool | ![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +9 See.Invis +5 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Crit.dmg- 5.00% Phys.save +9 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +3 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature While equipped: ----- def ----- Resists +8% acid +3% physical +7% fire +6% nature +7% cold +5% arcane +13% lightning HP.reg +5.10 Heal.mod +27% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 142% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) Dmg.mod +34% physical ----- def ----- Armour +10 Defense +9 (+2 eff.) ---------- misc Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical Acc +20 (+9 eff.) Melee Ret 4 physical ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Max.HP +55.00 ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +11.00% Dmg.mod +8% acid +15% physical +10% fire +7% cold ----- def ----- Resists +10% acid +12% physical +13% fire +12% cold +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +4 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life 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 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +3 Con dps ---------- S.pwr/crit +3 ----- def ----- Defense +10 (+3 eff.) Resists +6% temporal +6% darkness +3% mind Phys.save +10 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.10 Max.mana +22.00 Amulets make your neck look great! |
Inventory
![]() 0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 205 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 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -564 life. The duration and life will increase by 1% for every 1% life you have lost (currently 564 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 113 damage for 4 turns. Its effects scale with your Strength 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +26% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +5% lightning Res.pen +20% light +10% physical Melee Ret 4 mind ----- def ----- Armour +4 Resists +6% mind Phys.save +6 (+2 eff.) ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Wil +2 Con Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +2 Cun dps ---------- Dmg.mod +12% nature Acc +8 (+4 eff.) Melee Ret 4 nature ----- def ----- Defense +8 (+2 eff.) Unseen.red 13% Blind- +16% ---------- misc Light +2 Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +20% temporal Blind- +31% Pinning- +32% Knockbk- +20% ---------- misc Infravis +5 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +6 (+2 eff.) Resists +11% mind Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 36 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon 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 10.59 cold and 16.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 43 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +6 (+2 eff.) Resists +6% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +9 Dex +8 Wil +2 Cun dps ---------- Dmg.mod +12% mind Acc +14 (+7 eff.) ----- def ----- Resists +9% acid ---------- misc See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+4 eff.) Max.HP +29.00 Disarm- +34% Pinning- +26% Knockbk- +26% ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% nature Acc +10 (+5 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% 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. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.13 Max.mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +1 (+0 eff.) Resists +15% cold ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +3% blight +9% lightning +6% light +5% arcane 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 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 29 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 22 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 145 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 T2 totem charm [Rare] Nature While equipped: dps ---------- Phasing +20% ----- def ----- Defense +30 (+8 eff.) Resists +20% nature +5% arcane Mind.save +15 (+5 eff.) Teleport- +20% ---------- misc Max.psi +20.00 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 11 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 75 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 74 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 26 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Achievements
By Alzurat the Shalore Kharybdian level 32
22nd Haze 122nd year of Ascendancy at 17:50 see stats
By Alzurat the Shalore Kharybdian level 30
4th Haze 122nd year of Ascendancy at 17:30 see stats
By Alzurat the Shalore Kharybdian level 26
71st Dusk 122nd year of Ascendancy at 14:59 see stats
By Alzurat the Shalore Kharybdian level 23
60th Dusk 122nd year of Ascendancy at 08:17 see stats
By Alzurat the Shalore Kharybdian level 18
30th Dusk 122nd year of Ascendancy at 11:25 see stats
By Alzurat the Shalore Kharybdian level 31
7th Haze 122nd year of Ascendancy at 04:06 see stats
By Alzurat the Shalore Kharybdian level 19
46th Dusk 122nd year of Ascendancy at 10:58 see stats
By Alzurat the Shalore Kharybdian level 32
15th Haze 122nd year of Ascendancy at 15:25 see stats
By Alzurat the Shalore Kharybdian level 10
8th Mirth 122nd year of Ascendancy at 21:46 see stats
By Alzurat the Shalore Kharybdian level 20
47th Dusk 122nd year of Ascendancy at 13:18 see stats
By Alzurat the Shalore Kharybdian level 30
3rd Haze 122nd year of Ascendancy at 14:27 see stats
By Alzurat the Shalore Kharybdian level 18
18th Dusk 122nd year of Ascendancy at 04:26 see stats
By Alzurat the Shalore Kharybdian level 29
1st Time of Equilibrium 122nd year of Ascendancy at 06:56 see stats
By Alzurat the Shalore Kharybdian level 20
48th Dusk 122nd year of Ascendancy at 01:53 see stats
By Alzurat the Shalore Kharybdian level 11
10th Mirth 122nd year of Ascendancy at 03:25 see stats
By Alzurat the Shalore Kharybdian level 14
4th Flare 122nd year of Ascendancy at 18:01 see stats
By Alzurat the Shalore Kharybdian level 24
64th Dusk 122nd year of Ascendancy at 14:54 see stats
By Alzurat the Shalore Kharybdian level 21
49th Dusk 122nd year of Ascendancy at 09:55 see stats
By Alzurat the Shalore Kharybdian level 15
7th Flare 122nd year of Ascendancy at 07:09 see stats
By Alzurat the Shalore Kharybdian level 29
3rd Haze 122nd year of Ascendancy at 14:27 see stats
Log
You gain 24.89 gold from the transmogrification of cashmere cloak 'Weepoath' (2 def, 0 armour).
You gain 4.01 gold from the transmogrification of nightruned hardened leather belt of magery.
You gain 0.10 gold from the transmogrification of hardened leather belt.
You gain 21.89 gold from the transmogrification of Isselahell the Ashtorrent.
You gain 2.14 gold from the transmogrification of dwarven-steel mail armour of natural resilience (3 def, 8 armour).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You gain 23.87 gold from the transmogrification of Emelithra the hardened leather armour (9 def, 6 armour).
You gain 1.36 gold from the transmogrification of mindwoven cashmere robe of the mountain (+11%) (0 def, 0 armour).
You gain 18.19 gold from the transmogrification of Torador the dwarven-steel shield (5 def, 21 armour, 81.5 block).
You gain 17.60 gold from the transmogrification of Issoran the Blackwedge (0 def, 6 armour, 83 block).
You gain 4.36 gold from the transmogrification of plaguebringer's pouch of dwarven-steel shots of accuracy (18/18, 145% power, 3 apr).
You gain 2.30 gold from the transmogrification of mighty hardened leather sling.
You gain 10.00 gold from the transmogrification of Merkul's Second Eye.
You gain 21.46 gold from the transmogrification of Plagueparry the thorny mindstar (94% power, 24 apr, nature damage).
You gain 18.63 gold from the transmogrification of Noonlash (128% power, 7 apr).
You gain 15.00 gold from the transmogrification of Dagger of the Past (129% power, 20 apr).
You gain 7.25 gold from the transmogrification of enhanced dwarven-steel longsword (124% power, 4 apr).
You gain 24.45 gold from the transmogrification of Gatar the Duskborn (151% power, 2 apr).
You gain 3.69 gold from the transmogrification of flaming dwarven-steel battleaxe of daylight (133% power, 2 apr).
You gain 25.00 gold from the transmogrification of Ce'Nagakira (138% power, 2 apr).
You gain 3.40 gold from the transmogrification of sneakthief's gold ring.
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 29; blocks 2; dur 4; cd 13).
You gain 2.46 gold from the transmogrification of blink rune of the duelist (range 5; phase 21; cd 14).
You gain 1.76 gold from the transmogrification of blink rune (range 4; phase 15; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental; dur 3; cd 15).
You gain 1.52 gold from the transmogrification of movement infusion (speed 428%; cd 9).
You gain 1.13 gold from the transmogrification of healing infusion of the psychic (heal 84; cd 14).
You gain 0.69 gold from the transmogrification of healing infusion (heal 64; cd 14).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)