









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 970% |
| Size | medium |
| Lifes / Deaths | Killed by Velowe the elven corruptor at level 27 on the 10th Decay 122nd year of Ascendancy at 19:05 0 / 9Killed by Gloradathra the elven blood mage at level 28 on the 2nd Allure 123rd year of Ascendancy at 02:07 Killed by Glagamira the slimy ooze at level 28 on the 34th Regrowth 123rd year of Ascendancy at 23:48 Killed by Kozeos the Bringer of Doom at level 29 on the 36th Regrowth 123rd year of Ascendancy at 13:08 Killed by Islevea the bone giant at level 33 on the 20th Pyre 123rd year of Ascendancy at 14:59 Killed by Golbug the Destroyer at level 39 on the 70th Pyre 123rd year of Ascendancy at 14:22 Killed by Betaldalaith the poison ooze at level 49 on the 26th Haze 123rd year of Ascendancy at 07:14 Killed by Emeloba the blinkwyrm at level 50 on the 6th Decay 123rd year of Ascendancy at 04:40 Killed by Lord of Skulls (warrior) at level 50 on the 32nd Regrowth 124th year of Ascendancy at 06:47 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 32 (base 25) |
| Constitution | 28 (base 27) |
| Magic | 113 (base 60) |
| Willpower | 77 (base 65) |
| Cunning | 79 (base 60) |
Resources
| Life | -77/861 |
| Mana | 180/817 |
| Healing Factor | 1.3056298990388 |
| Regeneration | 0.3264074747597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 6 |
| ESP Range | 20 |
| ESP Kinds | horror, animal/canine |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 24 |
| Crit Chance | 41% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 59% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +96% |
| Light | +8% |
| Cold | +11% |
| Darkness | +8% |
| Arcane | +12% |
| Mind | +29% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +35% |
| Nature | +30% |
| Lightning | +75% |
| Arcane | +33% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 5 |
| Physical Save | 39 |
| Spell Save | 56 |
| Mental Save | 43 |
Defense: Resistances
| Arcane | + 42%( 70%) |
| Cold | + 25%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 44%( 70%) |
| Light | -4%( 45%) |
| Temporal | + 29%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 34%( 70%) |
| Darkness | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 35% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 665 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 183 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1304% for 10 turns (111 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 433 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1654. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of voratun boots of spellbinding (0 def, 5 armour) =CD + sil + conf + stun=3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +5 Fatigue +4% Silence- +48% Confus- +48% Stun/Frz- +35% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Borutochak the Blazebender =l.dmg=1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% mind ----- def ----- Resists +3% lightning +3% darkness +6% mind Phys.save +8 (+3 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elenosin (20 def, 11 armour) =silence=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +3% Resists +5% arcane +15% temporal Phys.save +15 (+5 eff.) Die.at -40.00 life Max.HP +60.00 Silence- +20% ---------- misc Max.hate +2.00 A cap made of leather. |
| Tool | voratun pickaxe of quickening (dig speed 17 turns) =CD=3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Glorebrenn' =silence + confu=0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Resists +12% mind +1% physical Phys.save +18 (+6 eff.) Poison- +20% Silence- +41% Confus- +20% ---------- misc Mana/turn +0.35 Rings make your fingers look great! |
| On fingers | Bokekan the Skysmasher =dmg + c. mult=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% Mind.pwr +20 (+6 eff.) Dmg.mod +6% lightning +12% mind Res.pen +15% mind ----- def ----- Fatigue -7% Resists +9% lightning ---------- misc Max.enc +28 Hate/m.crit +2.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Chargewell' =dmg + pen=1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% nature Res.pen +25% lightning +5% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Resists +3% mind Max.HP +39.00 A belt that goes around your waist. |
| In main hand | Shaderaze (30-36 power, 6 apr, lightning element) =set 1=5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +15 (+3 eff.) Dmg.mod +45% lightning +6% darkness +6% light Res.pen +10% darkness +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 27% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to ash magestaff. |
| On hands | polar voratun gauntlets of war-making (0 def, 3 armour) =crit + mult=1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +17% Mind.crit +14% Crit.mult +9.00% Melee+ 13 cold Dmg.mod +9% cold ----- def ----- Armour +3 Fatigue +5% Resists +10% cold 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. |
| Main armor | The Calm (15 def, 0 armour) =lightning focus=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | battlemaster's cashmere cloak of conjuring (2 def, 0 armour) =s.crit + crit. mult=2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +1 Con dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +10% arcane Res.pen +8% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+3 eff.) ---------- misc Stam/turn +0.50 Max.mana +39.00 Masteries +0.30 Technique/Combat training 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 =confus 50 + blind 100=0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd 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
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 70.72 physical damage and 153.92 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -785; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -785 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1639 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 790%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 790% 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. |
wild infusion of the wizard (res 39%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (458.00 temporal damage, removed from time 4 turns) =save=0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 467.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 28; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 10; phase 29; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 9; phase 27; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 12 Travel.spd 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 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 33; resist 37%; move 54%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 54% faster, and you are invisible (power 33). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1278% over 10 turns; mana 64; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1278% for 10 turns (109 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 97; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 97 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. 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 |
shatter afflictions rune of the wizard (absorb 186; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 420; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 420 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 439; dur 6; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 14; blocks 5; dur 4; cd 14) =5th inscript?=0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Bethitira the Blastspawner =dmg 15=0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +15% lightning +15% temporal Res.pen +20% mind ----- def ----- Resists +6% temporal +15% cold +30% light +22% darkness Mind.save +6 (+2 eff.) Blind- +50% ---------- misc Psi/ret +0.08 Max.hate +10.00 Max.psi +30.00 Amulets make your neck look great! |
Choker of Dread =blind100+invis+summon=0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads =heal=0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 279 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Prismbender =s.crit + dmg=0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag +4 Cun +2 Con dps ---------- Phys.crit +3.0% Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +18% light +6% fire +6% lightning +7% cold ----- def ----- Armour +16 Defense +20 (+5 eff.) Phys.save +12 (+4 eff.) Amulets make your neck look great! |
gold amulet 'Bethabregann' =silence=0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.pwr +25 (+6 eff.) S.pwr/crit +10 ----- def ----- Armour +6 Resists +26% lightning +5% physical Silence- +20% Stun/Frz- +36% ---------- misc Mana/turn +0.20 Amulets make your neck look great! |
grounding voratun amulet of manastreaming =stun=0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +5 ----- def ----- Resists +23% lightning Stun/Frz- +43% ---------- misc Mana/turn +0.50 Max.mana +40.00 Amulets make your neck look great! |
vitalizing voratun amulet of vision =invis + hp=0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +10 (+3 eff.) Max.HP +52.00 HP.reg +8.00 Blind- +32% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Polymira the Thunderwreath =dmg + pen + invis=0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Resists +9% lightning +15% temporal Blind- +30% ---------- misc Infravis +4 See.Stealth +10 See.Invis +11 Rings make your fingers look great! |
conjurer's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Rings make your fingers look great! |
gold quartz ring =stun + hp=0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +6 Mag +6 Con dps ---------- Mind.crit +4% Phys.pwr +10 (+5 eff.) Melee Ret 6 mind ----- def ----- Resists +5% arcane Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Max.HP +69.00 HP.reg +11.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
gold ring 'Dimrupture' =silence=0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +20 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% darkness Res.pen +5% arcane ----- def ----- Resists +18% darkness Silence- +28% ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
painweaver's voratun ring of luminosity =dmg=0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.pwr +14 (+7 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +20 (+6 eff.) Melee+ 35 light Ranged+ 28 light Dmg.mod +16% light +7% all Rings make your fingers look great! |
rogue's gold ring of sensing =invis=0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) Blind- +28% ---------- misc Infravis +3 See.Stealth +10 See.Invis +14 Rings make your fingers look great! |
Storm Fury =learn shoot dude=4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+7 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 153 to 306 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
penetrating drakeskin leather sling of acid4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 acid While equipped: dps ---------- Dmg.mod +14% acid Res.pen +19% physical Slings are used to hurl stones or metal shots at your foes. |
Isolaith the Brighthack (25-30 power, 5 apr, lightning element) =crit mult=5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +30.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning +3% mind Res.pen +15% mind Melee Ret 4 fire ----- def ----- Resists +5% arcane +3% darkness Spell.save +3 (+1 eff.) Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Murknigh (25-30 power, 5 apr, fire element) =light=5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +9% acid +43% fire Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +13 (+3 eff.) Resists +18% darkness +15% fire ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 157.57 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) =save - necromancer=5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+10 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Telos's Staff (Bottom Half) =1H!! find gud offhand=5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Neira's Memory =stun + confu=1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 382, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Xymira =invis=1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee Ret 6 temporal ----- def ----- Resists +5% arcane Spell.save +10 (+4 eff.) ---------- misc Infravis +3 See.Invis +24 Size +1 A belt that goes around your waist. |
spellcowled elven-silk cloak of sorcery (3 def, 0 armour) =s.crit=2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.crit +7% ----- def ----- Defense +3 (+1 eff.) Spell.save +10 (+4 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) =spell hit=2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +15% all Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Robe of the Archmage (10 def, 10 armour) =dmg + silence=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This object's appearance was changed to Robe of the Archmage. |
woollen robe 'Tudrablek' (0 def, 0 armour) =invis+light=2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Cun +2 Str dps ---------- Mind.crit +4% Dmg.mod +17% fire ----- def ----- Resists +25% fire +9% all ---------- misc Light +3 Infravis +3 See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) =s.crit + mult=1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Phys.crit +10.0% Spell.crit +14% Mind.crit +12% Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. This object's appearance was changed to voratun gauntlets. |
dwarven-steel gauntlets 'Umbra's kiss' (0 def, 2 armour) =l.dmg=1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 14 light Dmg.mod +12% lightning +7% light +30% darkness Res.pen +25% darkness Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +2 Fatigue +3% Resists +8% light 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. |
Arcnigh (2 def, 0 armour) =l.dmg=2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +18% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning +6% mind ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) =aura + dmg=2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 86.72 to 260.17 lightning damage (173.45 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. This object's appearance was changed to Cloud Caller. |
Crown of Eternal Night (0 def, 3 armour) =save = set?=2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Decayed Visage (0 def, 0 armour) =save for corruptor=1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +2% Dmg.mod +9% blight +5% arcane +3% light Res.pen +20% light Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +14% mind +6% light Mind.save +14 (+5 eff.) Confus- +26% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 16% and all saves by 27, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eiliniyaba the Jetbraid (0 def, 4 armour) =crit mult + splpwr=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +9% darkness Melee Ret 10 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Armour +4 Fatigue +4% Resists +3% darkness Phys.save +10 (+3 eff.) Mind.save +11 (+4 eff.) ---------- misc Mana/turn +0.12 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emeligatta the Gleamjustice (0 def, 5 armour) =light + inf=2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +9 Dex +5 Wil +10 Cun +5 Con dps ---------- Dmg.mod +21% mind Res.pen +15% light Melee Ret 6 light ----- def ----- Armour +5 Fatigue +5% Resists +22% darkness ---------- misc Light +3 Infravis +8 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) =invis=2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
augmenting elven-silk wizard hat of the Brotherhood (3 def, 0 armour) =l.dmg=2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Con dps ---------- Dmg.mod +9% acid +10% lightning +10% cold +26% arcane +13% fire ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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. A pointy cloth hat, very wizardly... |
716 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite =imbue=0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gulaith the Dazzleraptor (dig speed 12 turns) =c.mult=3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Cun +7 Con dps ---------- Crit.mult +15.00% Phys.pwr +9 (+4 eff.) Dmg.mod +9% light Res.pen +20% light Apr +8 On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +24% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heatserpent (dig speed 6 turns) =fast dig=3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +9% temporal +9% nature +12% fire Res.pen +30% fire +46% physical ----- def ----- Fatigue -7% Resists +3% lightning +3% temporal +13% nature Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =use!=2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 62/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =save+carry=1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =save - rare event drop=5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Dúathedlen Heart =save - darkness build=1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 42.92 cold damage and 39.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Polera the Scumpunish =s.crit + invis=1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +8% Dmg.mod +15% physical On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Mind.save +10 (+3 eff.) ---------- misc Max.vim +30.00 Light +4 See.Stealth +16 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
Void Star =dmg + s.crit=1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 59.11 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. |
dwarven lantern 'Deepsmaim' =confu + pen=1.0 T5 lite [Rare] Master While equipped: dps ---------- Res.pen +20% darkness +15% all Apr +11 ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +6% nature +9% darkness Max.HP +40.00 Heal.mod +10% Confus- +20% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of corpselight =breath, s.crit, invis=0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +12 (+3 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 21 blight damage or heals 32 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of illusion =crit mult=1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +10 (+5 eff.) ----- def ----- Defense +9 (+2 eff.) Phys.save +20 (+7 eff.) Spell.save +18 (+6 eff.) Mind.save +15 (+5 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter =CHRONO=2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. This item has been sent to the Item's Vault. |
Dragon Orb (Orb of Command) =save / carry=1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) =save / carry=1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull =carry effect=3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
43 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) =use!=2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) =use!=2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 723.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lightningpulverizer the dwarven-steel torque of gale force [power 270] (15 cooldown) =dmg + stun=2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 4 mind ----- def ----- Resists +15% lightning +9% fire +15% nature +15% cold Stun/Frz- +20% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 275 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of clear mind [power 4] (25 cooldown) =active cleanse +dmg=2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of clear mind [power 5] (30 cooldown) =active cleanse p5=2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Pyresmash the elm totem of healing [power 122] (15 cooldown) =heal ally + active=2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight +3% fire Phasing +30% ----- def ----- Resists +5% arcane ---------- misc Max.mana +80.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Tempestwilder [power 69] (20 cooldown) =dmg=2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +30 (+8 eff.) Dmg.mod +18% lightning ----- def ----- Resists +21% lightning +9% mind Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem =OOZE=2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 61% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Bethitta the elven-wood wand of conjuration [power 370] (15 cooldown) =light=2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Str dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Crit.chn- 10.00% ---------- misc Hate/m.crit +2.00 Light +2 See.Invis +21 Fire a magical bolt dealing 377 acid damage Puts all charms on 15 cooldown 100% to heal for 77. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Eremidil the Flashmoon [power 275] (15 cooldown) =pen + active=2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% acid +18% fire Res.pen +25% lightning Melee Ret 8 fire ----- def ----- Resists +18% lightning Fire a magical bolt dealing 539 lightning damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fulidar the ash wand of conjuration [power 160] (15 cooldown) =light + invis=2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun +5 Mag dps ---------- Mind.crit +5% ---------- misc Light +3 See.Invis +6 Fire a magical bolt dealing 178 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Layomida the ash wand of lightning storm [power 170] (15 cooldown) =active effects=2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Str +3 Dex +3 Wil ----- def ----- Crit.chn- 10.00% Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (333 total damage) Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 16% for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing dragonbone wand of clairvoyance [power 13] (15 cooldown) =cleanse wound + darkness=2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 13, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =use!=1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Alene the Higher Archmage level 37
65th Pyre 123rd year of Ascendancy at 06:53 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alene the Higher Archmage level 50
68th Haze 123rd year of Ascendancy at 09:25 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Alene the Higher Archmage level 37
63rd Pyre 123rd year of Ascendancy at 10:53 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Alene the Higher Archmage level 32
3rd Pyre 123rd year of Ascendancy at 06:26 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Alene the Higher Archmage level 42
3rd Flare 123rd year of Ascendancy at 01:01 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Alene the Higher Archmage level 43
7th Flare 123rd year of Ascendancy at 22:04 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Alene the Higher Archmage level 50
41st Haze 123rd year of Ascendancy at 15:04 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Alene the Higher Archmage level 40
79th Pyre 123rd year of Ascendancy at 08:43 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Alene the Higher Archmage level 29
36th Regrowth 123rd year of Ascendancy at 15:06 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Alene the Higher Archmage level 30
48th Regrowth 123rd year of Ascendancy at 16:22 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Alene the Higher Archmage level 50
48th Haze 123rd year of Ascendancy at 03:52 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alene the Higher Archmage level 17
47th Dusk 122nd year of Ascendancy at 15:51 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Alene the Higher Archmage level 41
7th Mirth 123rd year of Ascendancy at 01:11 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Alene the Higher Archmage level 39
70th Pyre 123rd year of Ascendancy at 16:34 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Alene the Higher Archmage level 31
51st Regrowth 123rd year of Ascendancy at 04:41 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Alene the Higher Archmage level 39
71st Pyre 123rd year of Ascendancy at 03:05 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Alene the Higher Archmage level 21
17th Haze 122nd year of Ascendancy at 10:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Alene the Higher Archmage level 21
17th Haze 122nd year of Ascendancy at 08:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alene the Higher Archmage level 30
37th Regrowth 123rd year of Ascendancy at 20:22 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Alene the Higher Archmage level 40
4th Mirth 123rd year of Ascendancy at 11:24 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Alene the Higher Archmage level 38
68th Pyre 123rd year of Ascendancy at 16:51 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alene the Higher Archmage level 33
13rd Pyre 123rd year of Ascendancy at 22:46 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Alene the Higher Archmage level 50
29th Regrowth 124th year of Ascendancy at 11:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Alene the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 06:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Alene the Higher Archmage level 20
3rd Haze 122nd year of Ascendancy at 10:43 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Alene the Higher Archmage level 30
37th Regrowth 123rd year of Ascendancy at 03:30 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Alene the Higher Archmage level 40
71st Pyre 123rd year of Ascendancy at 08:09 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Alene the Higher Archmage level 50
38th Haze 123rd year of Ascendancy at 09:04 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Alene the Higher Archmage level 49
24th Haze 123rd year of Ascendancy at 06:06 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Alene the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 06:08 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Alene the Higher Archmage level 50
5th Allure 124th year of Ascendancy at 10:30 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Alene the Higher Archmage level 28
12nd Regrowth 123rd year of Ascendancy at 19:38 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Alene the Higher Archmage level 28
2nd Allure 123rd year of Ascendancy at 12:18 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Alene the Higher Archmage level 34
56th Pyre 123rd year of Ascendancy at 17:39 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Alene the Higher Archmage level 17
16th Dusk 122nd year of Ascendancy at 06:02 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Alene the Higher Archmage level 39
70th Pyre 123rd year of Ascendancy at 18:40 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Alene the Higher Archmage level 49
24th Haze 123rd year of Ascendancy at 03:38 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Alene the Higher Archmage level 33
13rd Pyre 123rd year of Ascendancy at 20:59 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Alene the Higher Archmage level 12
10th Mirth 122nd year of Ascendancy at 16:04 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Alene the Higher Archmage level 23
37th Haze 122nd year of Ascendancy at 21:41 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Alene the Higher Archmage level 45
31st Dusk 123rd year of Ascendancy at 14:04 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Alene the Higher Archmage level 31
52nd Regrowth 123rd year of Ascendancy at 00:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Alene the Higher Archmage level 21
17th Haze 122nd year of Ascendancy at 05:25 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Alene the Higher Archmage level 50
6th Decay 123rd year of Ascendancy at 04:40 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Alene the Higher Archmage level 36
62nd Pyre 123rd year of Ascendancy at 11:14 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Alene the Higher Archmage level 42
3rd Flare 123rd year of Ascendancy at 08:40 see stats
Log
Thunderstorm killed Ghoul!
Lord of Skulls (warrior) is not dazed anymore.
Weakness Disease from Rak'shor, Grand Necromancer of the Pride hits Mirror Image (Alene) for 0 blight damage.
Hurricane from Alene hits Lord of Skulls (warrior) for (192 blocked), 35 lightning (35 total damage).
Alene casts Chain Lightning.
Alene's spell attains critical power!
Alene's spell attains critical power!
Mirror Image (Alene) is caught inside a Hurricane.
Quest 'The many Prides of the Orcs' status updated! (Press 'j' to see the quest log)
You collect a new ingredient: orc heart (1).
Mirror Image (Alene) casts Chain Lightning.
Lord of Skulls (warrior) is dazed!
Mirror Image (Alene) is dazed!
Lord of Skulls (warrior) uses Shield Pummel.
Lord of Skulls (warrior) can not be healed this way!
Lord of Skulls (warrior) is not dazed anymore.
Lord of Skulls (warrior) performs a melee critical strike against Alene!
Lord of Skulls (warrior) can not be healed this way!
Alene resists the shield bash!
Mirror Image (Alene) hits Lord of Skulls (warrior) for (185 blocked), 0 lightning (0 total damage).
Lord of Skulls (warrior) hits Alene for 104 physical, 8 fire, 23 blight, 15 fire, 679 physical, 20 fire, 84 blight (933 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 12 fire, 3 acid, 11 fire, 3 acid (29 total damage).
Alene hits Mirror Image (Alene) for 1 lightning damage.
Alene hits Lord of Skulls (warrior) for (192 blocked), 890 lightning (890 total damage).
Alene hits Rak'shor, Grand Necromancer of the Pride for 1143 lightning damage.
Alene the level 50 higher archmage was fouled to death by a Lord of Skulls (warrior) on level 3 of Rak'shor Pride.
The furious lightning storm around Alene calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.


























































































































































