









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Nalore |
| Class | Wanderer3in1 |
| Level / Exp | 25 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Yvybeth the brown mold at level 10 on the 1st Flare 122nd year of Ascendancy at 07:04 3 / 3Killed by dread at level 23 on the 19th Regrowth 123rd year of Ascendancy at 15:05 Killed by Gira the elven corruptor at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 14:55 |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 23 (base 12) |
| Constitution | 67 (base 36) |
| Magic | 75 (base 55) |
| Willpower | 25 (base 12) |
| Cunning | 25 (base 12) |
Resources
| Mana | 425/425 |
| Negative | 122/122 |
| Vim | 256/256 |
| Life | 692/692 |
| Positive | 122/122 |
| Healing Factor | 1.6035014349578 |
| Regeneration | 18.039391143275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | -2.2204460492503E-14% |
| Global | +110% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 42.015856800555 |
| See Invisible | 49.015856800555 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 40 |
| Crit Chance | 8% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +23% |
| Arcane | +38% |
| All | +7% |
| Lightning | +13% |
| Light | +13% |
| Temporal | +16% |
| Darkness | +46% |
| Fire | +23% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +5% |
| Blight | +20% |
| Arcane | +10% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30 (85.408724650651%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 34 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 35%( 70%) |
| All | + 22%( 70%) |
| Physical | + 27%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 27%( 70%) |
| Mind | + 24%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 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 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Star fury | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Twilight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Naloren | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Aeriwen the white crystal. Escort: lone alchemist (level 3 of Old Forest) | failed |
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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You abandoned worried loremaster, to death. Escort: worried loremaster (level 4 of Old Forest) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow your people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, your people may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You must investigate the caves and quell the disturbance within. | 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: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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 ice ant stinger. 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 giant spider spinneret. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within1 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 | Faludrazor the Shockqueen (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +6% lightning, +15% arcane defense ------ Armor +4 Fatigue +3% Resistance +7% cold, +8% fire +6% temporal Spell save +9 (+5 eff.) other ------- Max vim +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Ce'Newen'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Str +3, Mag +2 defense ------ Resistance +5% arcane, +3% cold Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +6 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 | Glovena (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats Dex +2, Mag +4, Wil +5, Cun +5 offense ------ Mindpower +5 (+2 eff.) Damage +16% arcane, +16% darkness Ignore resists +10% arcane defense ------ Defense +3 (+1 eff.) Resistance +24% darkness, +5% arcane other ------- Max mana +43.00 Infravision +3 A pointy cloth hat, very wizardly... |
| Tool | Thunderquick the ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Mag +4 offense ------ Spellpower +15 (+4 eff.) Damage +6% temporal Ignore resists +20% blight defense ------ Resistance +6% lightning other ------- Max vim +50.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Islyrivena'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +2 defense ------ Defense +4 (+2 eff.) Resistance +3% mind Crit Resistance 15.00% Life Regen +2.00 Rings make your fingers look great! |
| On fingers | pixie's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Cun +2, Mag +3 offense ------ Spellpower +5 (+1 eff.) defense ------ Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | Tidegrinder the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: defense ------ Armor +9 Defense +20 (+7 eff.) Resistance +5% arcane, +6% cold Physical save +19 (+6 eff.) Unlife -20.00 life Healmod +20% Confus Resist +20% A belt that goes around your waist. |
| In main hand | Ebonydeath the yew magestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag, 22% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +3, Wil +3 offense ------ Spell Crit +7% Spellpower +16 (+4 eff.) Damage +20% darkness, +9% blight Ignore Shields +15% On-Hit (Melee): * 20% chance to reduce damage dealt by 15% * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Defense +16 (+6 eff.) Shield Power +5% Physical save +8 (+2 eff.) Spell save +5 (+3 eff.) Mind save +7 (+3 eff.) other ------- Max mana +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Pusmaster (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats Dex +2, Cun +4, Con +11 offense ------ On-Hit 13 light Damage +3% temporal, +6% light +6% nature Ignore resists +15% nature Accuracy +7 (+2 eff.) Ignore Armor +8 When Hit 2 temporal defense ------ Armor +7 Hardiness +8% Resistance +6% physical, +10% light +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Furnacewake (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +9% fire, +7% all Ignore resists +5% darkness, +5% fire When Hit 4 fire defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% all Physical save +15 (+5 eff.) other ------- Mana/turn +0.15 Max mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Murkbore' (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +2, Dex +3, Cun +1 offense ------ Damage +3% darkness Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +6% light, +9% darkness Unlife -20.00 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 | Voreldaldavea0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats Wil +5, Con +5 offense ------ Critical power +12.00% Spellpower +7 (+2 eff.) Damage +7% blight, +7% fire defense ------ Resistance +6% acid other ------- Light +2 See Invisibility +6 Amulets make your neck look great! |
Inventory
movement infusion (speed 462%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 625%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 313; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Dexterity 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 |
regeneration infusion of the sneak (heal 230; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 341; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. 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 |
wild infusion of the titan (res 28%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 28% for 3 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 23%; magical, physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 600% for 10 turns (54 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 113; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 |
Bleaksweeper the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Str +1, Dex +3 offense ------ Damage +3% darkness When Hit 6 darkness defense ------ Armor +4 Resistance +12% temporal Pinning Resist +23% Knockbk Resist +23% Amulets make your neck look great! |
Glowtrail0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Cun +8, Mag +3 offense ------ When Hit 4 light defense ------ Healmod +12% Cut Resist +50% Disarm Resist +20% Stun Resist +10% other ------- Infravision +2 Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +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. |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats Dex +4, Cun +4, Con +4 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper ring 'Pitchpower'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Cun +1, Con +8 offense ------ Damage +6% fire defense ------ Resistance +3% darkness Physical save +6 (+2 eff.) other ------- Infravision +2 Rings make your fingers look great! |
Erodor the Snowclash0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% cold defense ------ Resistance +3% mind, +1% physical Physical save +15 (+5 eff.) Unlife -60.00 life Life +27.00 Silence Resist +20% Disarm Resist +30% Pinning Resist +32% Knockbk Resist +27% Rings make your fingers look great! |
Healnight0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats Str +1, Mag +3, Cun +4 offense ------ On-Hit 7 physical On-Ranged-Hit 5 physical Damage +20% lightning On-Hit (Melee): * 11% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 18 defense ------ Resistance +40% lightning, +3% nature other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag, 22% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% darkness, +15% physical +15% light, +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Staff of Bones (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 150% Mag, 22% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+5 eff.) Damage +20% acid, +20% cold +20% darkness, +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
surging elven-wood starstaff of the prodigy (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 22% Con Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Mag +9, Wil +9, Cun +7 offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Spellpower/crit +15 Damage +25% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galosalen the dwarven-steel battleaxe (30-45 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 22% Con, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +12 nature While equipped: Stats Str +23, Dex +19, Mag +16 Wil +16, Cun +14, Con +12 offense ------ Spell Crit +1% Spellpower +10 (+2 eff.) Spellpower/crit +6 other ------- Max vim +10.00 Massive two-handed battleaxes. |
volcanic cured leather armour of the deep (6 def, 11 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% acid, +7% cold, +13% fire +14% physical other ------- Breathe water A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Isomina the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +20 (+7 eff.) Resistance +11% lightning, +6% temporal +5% arcane A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Cun +4, Wil +4 offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
linen cloak 'Shinevice' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +2 offense ------ Damage +12% mind Ignore resists +5% mind, +10% light When Hit 4 fire defense ------ Defense +1 (+1 eff.) Resistance +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakream the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Mindpower +10 (+5 eff.) Ignore resists +20% darkness defense ------ Armor +1 Resistance +6% lightning, +6% fire +3% nature, +7% cold Mind save +3 (+1 eff.) other ------- EQ when Hit +0.08 A pair of boots made of leather. |
Quenchwinnow (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +4, Wil +5, Lck +6 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +1 Resistance +9% cold Stealth +6 other ------- Infravision +2 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Cun +4, Wil +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Galumnir the Darkrend (0 def, 10 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats Cun +2, Con +1 offense ------ When Hit 10 darkness defense ------ Armor +10 Silence Resist +26% Confus Resist +28% Stun Resist +25% other ------- Infravision +3 A pair of boots made of leather. |
pair of iron boots 'Salirin' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Wil +2, Cun +3, Con +1 offense ------ Ignore resists +20% blight defense ------ Armor +5 Fatigue +2% Physical save +6 (+2 eff.) Spell save +14 (+7 eff.) Mind save +6 (+3 eff.) other ------- Vim-on-crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Emalekira (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats Str +2, Cun +3, Mag +1 offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +9% acid, +3% fire, +5% arcane Disarm Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dairylathandil the Windrage (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Dex +4, Mag +3, Con +2 offense ------ Ignore resists +10% nature defense ------ Armor +6 Fatigue +3% Resistance +5% arcane, +9% fire Mind save +8 (+4 eff.) Life +56.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aditira the Magmagrind (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats Mag +7, Cun +1, Con +2 offense ------ Damage +3% fire defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Spell save +6 (+3 eff.) other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Hellsrazor the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Wil +4 defense ------ Armor +4 Fatigue +4% Resistance +8% blight, +12% fire +12% nature Mind save +13 (+6 eff.) Life +40.00 Healmod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravenbright (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +6, Dex +7 offense ------ Spellpower/crit +6 Damage +6% darkness Ignore resists +10% arcane defense ------ Armor +4 Fatigue +4% other ------- Mana/turn +0.32 Vim-on-crit +1.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 89.7 Physical damage. If the attack hits, the target is confused (32% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
544 alchemist agate0.0 Encumbrance 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. |
Brodurand the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +4 offense ------ Mind Crit +3% Damage +9% mind defense ------ Resistance +3% fire Unlife -60.00 life Blind Resist +20% other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 339/400 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. |
Gebrevena [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Dex +3 defense ------ Resistance +9% fire Unlife -80.00 life Healmod +15% Pinning Resist +20% other ------- See Invisibility +6 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Eruroddahor' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +1% Mind Crit +2% Critical power +20.00% Spellpower +5 (+1 eff.) defense ------ Spell save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Xanulemira the yew wand of lightning storm [power 248] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats Wil +6 defense ------ Resistance +5% arcane, +6% fire Crit Resistance 15.00% Spell save +18 (+8 eff.) Healmod +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (280 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By jk' the Nalore Wanderer3in1 level 19
33rd Haze 122nd year of Ascendancy at 19:20 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By jk' the Nalore Wanderer3in1 level 22
19th Regrowth 123rd year of Ascendancy at 08:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By jk' the Nalore Wanderer3in1 level 10
10th Mirth 122nd year of Ascendancy at 02:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By jk' the Nalore Wanderer3in1 level 20
8th Regrowth 123rd year of Ascendancy at 10:27 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By jk' the Nalore Wanderer3in1 level 19
25th Haze 122nd year of Ascendancy at 01:03 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By jk' the Nalore Wanderer3in1 level 23
19th Regrowth 123rd year of Ascendancy at 15:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By jk' the Nalore Wanderer3in1 level 7
4th Mirth 122nd year of Ascendancy at 21:26 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By jk' the Nalore Wanderer3in1 level 10
3rd Dusk 122nd year of Ascendancy at 00:25 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By jk' the Nalore Wanderer3in1 level 23
25th Regrowth 123rd year of Ascendancy at 13:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By jk' the Nalore Wanderer3in1 level 19
33rd Haze 122nd year of Ascendancy at 22:00 see stats
Log
Hymn of Perseverance hits Elven blood mage for 26 darkness damage.
Hymn of Perseverance hits Gira the elven corruptor for (22 to bones), 0 darkness (0 total damage).
Gira the elven corruptor casts Bone Spear.
Gira the elven corruptor hits jk' for 153 physical damage.
jk' the level 25 nalore wanderer3in1 was punctured to death by Gira the elven corruptor on level 1 of Dark crypt.
A shield forms around jk'.
You have 3 life(s) left.
The shield around jk' crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gira the elven corruptor killed jk'!
Saving game...
Talent Cleansing Waters is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Shadow Blast is ready to use.
Talent Starfall is ready to use.
Talent Illuminate is ready to use.
Talent Twilight is ready to use.
Talent Twilight Surge is ready to use.
Talent Hymn Nocturnalist is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Phantasmal Shield is ready to use.
Talent Chant of Resistance is ready to use.
Talent Hymn of Perseverance is ready to use.
Talent Bone Shield is ready to use.
Talent Essence of Speed is ready to use.
Saving done.




























































































































