Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Ignore Race/Class Locks 1.1.0Modifies 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: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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 1.4.0Combines 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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 10184% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 65 (base 60) |
Dexterity | 74 (base 60) |
Constitution | 77 (base 60) |
Magic | 63 (base 60) |
Willpower | 65 (base 60) |
Cunning | 75 (base 60) |
Resources
Life | 20068/20068 |
Mana | 1453/1453 |
Psi_feedback | 4/735 |
Healing Factor | 1 |
Regeneration | 104.75 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +345% |
Vision
Sight | 15 |
Lite | 2 |
Infravision | 11 |
ESP Range | 20 |
ESP Kinds | dragon, horror, humanoid/orc |
Offense: Mainhand
Damage | 102 |
Accuracy | 79 |
Crit Chance | 32% |
APR | 152 |
Speed | 0.33 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 39% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 26% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 172 (100%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 10 |
Physical Save | 168 |
Spell Save | 171 |
Mental Save | 168 |
Defense: Resistances
All | +102%(100%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 84% |
Silence Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 69.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 78.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 48.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You failed to protect the injured seer from death by campaignmr8. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by campaignmr8. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by campaignmr8. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
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 Cunning by +1. | done |
You failed to protect the temporal explorer from death by campaignmr8. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 250. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Toruledin the pair of drakeskin leather boots (0 def, 5 armour) Toruledin the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +8 Dex / +3 Wil / +14 Lck Changes resistances: +26% darkness / +24% temporal Changes resistances penetration: +18% darkness / +16% temporal Changes damage: +3% arcane / +3% mind Stealth bonus: +15 Silence immunity: +40% Confusion immunity: +34% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +27 Resist all after a teleport: +18% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 45 power out of 70/70) : Effective talent level: 2.0 Power cost: 45 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 147.17 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | drakeskin leather cap 'Willowtrail' (8 def, 13 armour) drakeskin leather cap 'Willowtrail' (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +4 Str / +4 Dex / +5 Cun / +12 Con Changes resistances: +3% nature / -39% light / +4% all Changes damage: +9% nature / +15% temporal Physical save: +12 (+2 eff.) Life regen: +6.50 A cap made of leather. |
Tool | yew totem of cure ailments 'Fuletomas' [power 3] (7 cooldown) yew totem of cure ailments 'Fuletomas' [power 3] (7 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Cun / +1 Dex Maximum wards: +3 acid / +3 nature / +3 light Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Lightningvein' copper ring 'Lightningvein'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 lightning Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
On fingers | Mayubeth the voratun ring Mayubeth the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +1 Wil / +6 Cun / +5 Con Changes resistances: +38% darkness Changes resistances penetration: +5% mind Changes damage: +19% darkness / +12% temporal Grants telepathy: Dragon Humanoid/Orc Spell save: +15 (+2 eff.) Mental save: +10 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +25.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | Betirin BetirinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 acid Changes resistances: +6% fire / +5% arcane / +6% cold Stealth bonus: +11 Spell save: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Main armor | Hylen (0 def, 0 armour) Hylen (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Grants telepathy: Dragon Stamina each turn: +0.20 Mindpower: +6 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Gloregawen the linen cloak (1 def, 6 armour) Gloregawen the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +6% blight / +11% cold Changes damage: +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 38 power out of 60/60) : Effective talent level: 2.6 Power cost: 38 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the warrior (rad 8; power 53; turns 5; dispells darkness)sun infusion of the warrior (rad 8; power 53; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental)wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. movement infusion (443% speed; 7 turns)movement infusion (443% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 443% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+6 for 11 turns, die at -677)heroism infusion (+6 for 11 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 9; power 30; dur 7)phase door rune (range 9; power 30; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 14; power 52; dur 6)phase door rune of the wizard (range 14; power 52; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 52%, your defense is increased by 52 and all your resistances by 52%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the wizard (350 cold damage; 52 apply power)biting gale rune of the wizard (350 cold damage; 52 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 349.59 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 52. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 171 for 6 turns)shielding rune (absorb 171 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 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 171 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 58)teleportation rune (range 58) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 13; dur 22; see dragon)vision rune (radius 13; dur 22; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 25) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any dragon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 12 for 12 turns)invisibility rune (power 12 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the sneak (range 13)controlled phase door rune of the sneak (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
gold amulet 'Scorchmark' gold amulet 'Scorchmark'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str / +2 Wil / +1 Con Changes resistances: +3% fire / +22% temporal Reduces incoming crit damage: 10.00% Pinning immunity: +33% Knockback immunity: +35% Light radius: +3 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ring 'Morningoozer'steel ring 'Morningoozer' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% mind / +3% acid Changes resistances penetration: +10% mind Changes damage: +15% acid / +9% mind Spell save: +12 (+2 eff.) Light radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. painweaver's gold ring of claritypainweaver's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes damage: +6% all Mental save: +9 (+1 eff.) Confusion immunity: +38% Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Bokandil the Sunwrest (15-18 power, 3 apr, cold element)Bokandil the Sunwrest (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Changes resistances: +2% physical Changes damage: +15% cold Talent granted: +1 Command Staff Mental save: +26 (+3 eff.) Stun/Freeze immunity: +15% Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Porenn the Dazzlevice (21-25.2 power, 3 apr, cold element)Porenn the Dazzlevice (21-25.2 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Effects on melee hit: * 42% chance to blind Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +57.00 Maximum stamina: +10.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Unridar the ash vilestaff (15-18 power, 3 apr, blight element)Unridar the ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +10% blight / +10% acid Changes damage: +21% blight / +6% temporal Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 88.58 to 106.30 blight damage in a radius 3 around the user, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of wizardry (15-18 power, 3 apr, blight element)ash vilestaff of wizardry (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +15% blight Talent granted: +1 Command Staff Maximum mana: +33.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash magestaff of warding (21-25.2 power, 3 apr, arcane element)potent ash magestaff of warding (21-25.2 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Maximum wards: +2 arcane Changes damage: +21% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's yew magestaff of might (20-24 power, 4 apr, fire element)bloodlich's yew magestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +7 Cun / +4 Con Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Vim when firing critical spell: +5.00 Maximum vim: +35.00 Maximum neg.energy: +29.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of might (20-24 power, 4 apr, cold element)cruel yew magestaff of might (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal yew magestaff of might (20-24 power, 4 apr, cold element)ethereal yew magestaff of might (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +15 (+3 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +14 (+3 eff.) Spell crit. chance: +11% Damage Shield penetration: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff 'Brandgrit' (28-33.6 power, 4 apr, physical element)yew starstaff 'Brandgrit' (28-33.6 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 28.0 - 33.6 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 fire When wielded/worn: Changes resistances: +9% temporal Changes damage: +28% physical Talent granted: +1 Command Staff Spell save: +9 (+1 eff.) Maximum vim: +30.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood starstaff (25-30 power, 5 apr, physical element)magelord's elven-wood starstaff (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 24 arcane Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +64.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood magestaff of protection (25-30 power, 5 apr, arcane element)magewarrior's short elven-wood magestaff of protection (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+1 eff.) Changes resistances: +12% arcane Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +20 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of the leech (31-46.5 power, 2 apr)balanced dwarven-steel battleaxe of the leech (31-46.5 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +16 (+3 eff.) Damage when hit (Melee): 20 nature slow Disarm immunity: +50% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel greatmaul of evisceration (38.5-57.75 power, 2 apr)plaguebringer's dwarven-steel greatmaul of evisceration (38.5-57.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 19% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+2 eff.) Disease immunity: +25% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel greatmaul of evisceration (41.5-62.25 power, 2 apr)thunderous dwarven-steel greatmaul of evisceration (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 33% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +14 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Blazebright the steel greatsword (25-40 power, 2 apr)Blazebright the steel greatsword (25-40 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +10% mind Changes damage: +9% fire Physical save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword of massacre (75-120 power, 4 apr)plaguebringer's voratun greatsword of massacre (75-120 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 75.0 - 120.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 21% chance to disease Damage (Melee): +20 blight When wielded/worn: Disease immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Chalihor the Thunderoath (15-21 power, 3 apr)Chalihor the Thunderoath (15-21 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +4 lightning / +11 mind Burst (radius 1) on hit: +4 lightning / +4 darkness When wielded/worn: Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Changes damage: +3% lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of massacre (24-33.6 power, 3 apr)flaming steel longsword of massacre (24-33.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword (15-21 power, 3 apr)steel longsword (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of nature (27.5-38.5 power, 4 apr)dwarven-steel mace of nature (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling stralite mace of massacre (42.5-59.5 power, 5 apr)chilling stralite mace of massacre (42.5-59.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +15 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick steel waraxe (15-21 power, 3 apr)quick steel waraxe (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of daylight (15-21 power, 3 apr)steel waraxe of daylight (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light Damage against: +10% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Star (25-32.5 power, 20 apr)Star (25-32.5 power, 20 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. Cyriwe the Blindweeper (38.5-50.05 power, 9 apr)Cyriwe the Blindweeper (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +12 light / +11 darkness Burst (radius 1) on hit: +16 fire Damage against: +13% Living When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes damage: +6% blight / +6% light Light radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. throat-seeking ash longbowthroat-seeking ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +13 nature When wielded/worn: Changes resistances penetration: +7% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cosmic dwarven-steel shield of lightning resistance (+19%) (8 def, 2 armour, 80 block)cosmic dwarven-steel shield of lightning resistance (+19%) (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +19% lightning / +9% light / +7% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious stralite shield of lightning resistance (+23%) (10 def, 11 armour, 225 block)impervious stralite shield of lightning resistance (+23%) (10 def, 11 armour, 225 block) Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +23% lightning Talent granted: +4 Block Physical save: +13 (+2 eff.) Handheld deflection devices. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant woollen robe of life (0 def, 0 armour)verdant woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +8% blight Changes damage: +8% nature Poison immunity: +32% Disease immunity: +28% Life regen: +2.30 Maximum life: +47.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (2 def, 0 armour)verdant cashmere robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Con Changes damage: +13% nature Poison immunity: +29% Disease immunity: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Curethorn' (14 def, 6 armour)hardened leather armour 'Curethorn' (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +6 Defense: +14 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 physical Changes resistances: +24% acid / +3% temporal / +6% darkness / +3% blight / +3% cold / +3% nature Changes resistances penetration: +5% nature Stamina each turn: +1.10 Chance to avoid any damage: +9% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 23 cooldown : Effective talent level: 5.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of Eyal (5 def, 11 armour)spiked dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 10 physical Life regen: +2.20 Maximum life: +55.00 Healing mod.: +18% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of fog (9 def, 0 armour)cashmere cloak of fog (9 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +16% light / +16% fire Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of the Shaloren (2 def, 0 armour)restorative cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +15% nature / +15% blight Life regen: +1.80 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of disengagement (0 def, 10 armour)miner's pair of dwarven-steel boots of disengagement (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Cun / +3 Dex Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of the verdant (0 def, 2 armour)hardened leather gloves of the verdant (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +14% blight / +9% darkness / +11% arcane Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +13 (+2 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. sand dwarven-steel gauntlets of strength (+4) (0 def, 10 armour)sand dwarven-steel gauntlets of strength (+4) (0 def, 10 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +10 Damage (Melee): 9 physical Changes stats: +4 Str Changes damage: +6% physical When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +10 physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. spellstreaming dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)spellstreaming dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +2 Changes stats: +4 Str Mana each turn: +0.13 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +12 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stone warden's dwarven-steel gauntlets of dexterity (+4) (0 def, 12 armour)stone warden's dwarven-steel gauntlets of dexterity (+4) (0 def, 12 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +12 Armour Hardiness: +10% Changes stats: +4 Dex / +9 Con Changes resistances: +9% physical When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat (2 def, 0 armour)aegis cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Life regen: +2.50 Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of arcana (2 def, 0 armour)cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. catburglar's hardened leather cap of absorption (0 def, 3 armour)catburglar's hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex Changes resistances: +14% darkness Stamina when hit: +1.80 Equilibrium when hit: +1.50 Infravision radius: +5 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of might (0 def, 3 armour)stabilizing hardened leather cap of might (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Physical save: +18 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Helm of the Dominated (0 def, 9 armour)Helm of the Dominated (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+2 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
This item will automatically be transmogrified when you leave the level. opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. garnetgarnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. amberamber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Light radius: +2 Healing mod.: +10% 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. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Delodunadan'alchemist's lamp 'Delodunadan' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +5% mind Mental save: +11 (+1 eff.) Poison immunity: +10% Silence immunity: +20% Disarm immunity: +5% Teleport immunity: +20% Mindpower: +4 (+1 eff.) Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of illusionalchemist's lamp of illusion Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Physical save: +15 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 128 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. |
This item will automatically be transmogrified when you leave the level. warded steel torque of psychoportation [power 30] (19 cooldown)warded steel torque of psychoportation [power 30] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 30), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By campaignmr8 the Higher Archmage level 9
74th Pyre 122nd year of Ascendancy at 12:01 see stats
By campaignmr8 the Higher Archmage level 50
38th Dusk 122nd year of Ascendancy at 04:33 see stats
By campaignmr8 the Higher Archmage level 50
9th Mirth 122nd year of Ascendancy at 07:51 see stats
By campaignmr8 the Higher Archmage level 10
74th Pyre 122nd year of Ascendancy at 12:01 see stats
By campaignmr8 the Higher Archmage level 20
74th Pyre 122nd year of Ascendancy at 15:59 see stats
By campaignmr8 the Higher Archmage level 30
8th Mirth 122nd year of Ascendancy at 08:14 see stats
By campaignmr8 the Higher Archmage level 40
8th Mirth 122nd year of Ascendancy at 15:16 see stats
By campaignmr8 the Higher Archmage level 50
8th Mirth 122nd year of Ascendancy at 22:47 see stats
By campaignmr8 the Higher Archmage level 26
74th Pyre 122nd year of Ascendancy at 19:48 see stats
By campaignmr8 the Higher Archmage level 34
8th Mirth 122nd year of Ascendancy at 10:49 see stats
By campaignmr8 the Higher Archmage level 22
74th Pyre 122nd year of Ascendancy at 17:11 see stats
By campaignmr8 the Higher Archmage level 22
74th Pyre 122nd year of Ascendancy at 17:11 see stats
By campaignmr8 the Higher Archmage level 50
30th Dusk 122nd year of Ascendancy at 00:37 see stats
By campaignmr8 the Higher Archmage level 22
74th Pyre 122nd year of Ascendancy at 17:13 see stats
By campaignmr8 the Higher Archmage level 4
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By campaignmr8 the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Blastwave is still on cooldown for 1 turns.
Campaignmr8 casts Nova.
Nova is still on cooldown for 1 turns.
Blastwave is still on cooldown for 1 turns.
Campaignmr8 picks up (j.): teleportation rune (range 58).
Talent Blastwave is ready to use.
Talent Nova is ready to use.
Campaignmr8 picks up (Q.): impervious stralite shield of lightning resistance (+23%) (10 def, 11 armour, 225 block).
Campaignmr8 picks up (Y.): miner's pair of dwarven-steel boots of disengagement (0 def, 10 armour).
Campaignmr8 picks up (t.): ash vilestaff of wizardry (15-18 power, 3 apr, blight element).
Resting starts...
Talent Born into Magic is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Campaignmr8 no longer feels strong.
Campaignmr8 is no longer surging arcane power.
Talent Pain Enhancement System is ready to use.
There is a next level here (press '' or right click to use).
Ran for 97 turns (stop reason: at exit).
Connection to online server lost, trying to reconnect.
Connection to online server established.