









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 92 / 10% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 47 (base 13) |
Dexterity | 53 (base 13) |
Constitution | 76 (base 53) |
Magic | 177 (base 100) |
Willpower | 157 (base 100) |
Cunning | 119 (base 76) |
Resources
Steam | 100/100 |
Mana | 881/906 |
Equilibrium | 10 |
Vim | 576/576 |
Life | 3075/3075 |
Psi | 222/227 |
Paradox | 300 |
Soul | 10/10 |
Healing Factor | 1.8524390243903 |
Regeneration | 7.1318902439027 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +159.74307170991% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 15 |
See Stealth | 82.028205097779 |
See Invisible | 87.028205097779 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 151 |
Accuracy | 54 |
Crit Chance | 60% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 117 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Blight | +30% |
Arcane | +89% |
Cold | +74% |
All | +14% |
Darkness | +48% |
Light | +34% |
Mind | +20% |
Fire | +94% |
Lightning | +90% |
Offense: Damage Penetration
Lightning | +71% |
Physical | +9% |
Arcane | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 43.490851492491 (30%) |
Defense | 41 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 78 |
Mental Save | 62 |
Defense: Resistances
Blight | + 26%( 70%) |
Arcane | + 31%( 70%) |
Mind | + 27%( 70%) |
All | + 15%( 70%) |
Lightning | + 40%( 70%) |
Light | + 20%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 18%( 70%) |
Fire | + 23%( 70%) |
Darkness | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 70% |
Stun Resistance | 95% |
Fear Resistance | 0% |
Pinning Resistance | 90% |
Poison Resistance | 70% |
Blind Resistance | 70% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 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 686 damage for 8 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 223% efficiency and cooldown mod of 66%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Wild-gift / Ooze | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Undead drake | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.00 |
| 7/5 |
| 7/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Hurricane |
talent | Mitosis |
talent | Charged Shield |
talent | Abyssal Shield |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Kinetic Shield |
talent | Thunderstorm |
talent | Essence of Speed |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Raze |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | The target is surrounded by a time distortion, absorbing 1075/1075 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 46%. Time Shield |
beneficial effect | Infinite Dungeon Challenge: Rush Hour (498) (Level 120) Challenge |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
Quests
Wake up and kill the dreaming horror boss 'Gleriminor the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 101)You completed the challenge and received: Random Artifact: Sparkspiker (121% power, 40 apr, mind damage) | done |
Wake up and kill the dreaming horror boss 'Belabrekira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 110)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 100) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: Random Artifact: Noonpulverizer (0 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 34)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 35)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 46)You completed the challenge and received: Random Artifact: Weepprophet (11 def, 22 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 50)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 52)You completed the challenge and received: Random Artifact: Bethinne (150% power, 25 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 53)You completed the challenge and received: Random Artifact: Weepknave (103% power, 0 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Alirochak (7 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 64)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 67)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 70)You completed the challenge and received: Random Artifact: Blood-Letter (140% power, 4.5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 74)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 84) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 86) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 88)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 90)You completed the challenge and received: Random Artifact: Tempestnight (4 def, 12 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 93)You completed the challenge and received: Random Artifact: Zuboratta (186% power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 95)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 96)You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 87) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 28)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 43)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 45)Turns left: 0 You completed the challenge and received: Random Artifact: Swampbloom (136% power, 6 apr, cold element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 75)Turns left: 0 You completed the challenge and received: Random Artifact: Shinetide (3 def, 3 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 11)You completed the challenge and received: Random Artifact: Umbrabright (1 def, 0 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 112)You completed the challenge and received: Random Artifact: Magmastreak (108% power, 2 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 119)You completed the challenge and received: Random Artifact: Emelurin (150% power, 6 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 26)You completed the challenge and received: Random Artifact: Rainguile (2 def, 0 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 71)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 76)You completed the challenge and received: Random Artifact: Ebonykarma (19/19, 120% power, 9 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 9)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 92)You completed the challenge and received: Random Artifact: Xawen (7 def, 17 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 104)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 106)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 109)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 115)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 23)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 31)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 48)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 49)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 55)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 56)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 58)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 66) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 73) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 77)You completed the challenge and received: +1 Prodigy Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 80)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 81) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 82)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level in less than 102 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (102) (Level 72)Turns left: 34 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 10)Turns left: -1 | failed |
Leave the level in less than 225 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (225) (Level 47)Turns left: 148 You completed the challenge and received: Random Artifact: Furnacemire (136% power, 6 apr, darkness element) | done |
Leave the level in less than 252 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (252) (Level 114)Turns left: 184 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 291 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (291) (Level 41)Turns left: 194 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 369 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (369) (Level 85)Turns left: 114 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 396 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (396) (Level 44)Turns left: 140 You completed the challenge and received: Random Artifact: Bethewyn (4 def, 7 armour) | done |
Leave the level in less than 441 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (441) (Level 98)Turns left: 42 You completed the challenge and received: Random Artifact: Blastbiter (164% power, 3 apr) | done |
Leave the level in less than 498 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (498) (Level 120)Turns left: 498 | active |
Leave the level in less than 66 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (66) (Level 60)Turns left: 48 You completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana each turn: +5.00 Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +25% Talent on hit(spell): Lightning (25% chance level 5). Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 12 lightning / 4 arcane Changes stats: +2 Str / +1 Dex / +7 Mag Changes resistances: +13% blight / +13% darkness Changes resistances penetration: +10% lightning Changes damage: +20% light Reduces incoming crit damage: 10.00% Mental save: +13 (+3 eff.) Spellpower: +21 (+3 eff.) Spell crit. chance: +6% Light radius: +11 Infravision radius: +9 See stealth: +34 See invisible: +39 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 36 blight damage or heals 41 life. Creatures standing in the retch also have 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight Changes stats: +6 Str / +7 Dex / +3 Wil / +17 Lck Physical save: +23 (+6 eff.) Spell save: +20 (+4 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +2 (+0 eff.) Spell crit. chance: +7% Mental crit. chance: +8% Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 darkness / 4 temporal Changes stats: +4 Str / +4 Mag / +5 Wil / +9 Con Changes resistances: +6% darkness / +3% temporal Changes resistances penetration: +9% physical Changes damage: +9% darkness Spell save: +7 (+2 eff.) Lowers spell cool-downs by: 10% Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +4 Damage when hit (Melee): 16 physical / 16 fire Changes stats: +6 Cun / +3 Str Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +10% mind Critical mult.: +12.00% Maximum life: +20.00 Lowers spell cool-downs by: 10% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +7 Mag / +10 Wil / +4 Cun Changes resistances penetration: +5% arcane Mental save: +10 (+3 eff.) Mana each turn: +0.04 Mana when firing critical spell: +4.00 Spellpower: +20 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 46% chance to blind Changes stats: +7 Dex / +5 Mag / +7 Cun Changes resistances: +15% mind Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +11 Wil Changes resistances: +15% temporal Changes damage: +16% blight / +8% fire Critical mult.: +12.00% Spell save: +34 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +50.00 Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana each turn: +5.00 Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +25% Talent on hit(spell): Lightning (25% chance level 5). Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Armour: +5 Damage (Melee): 5 arcane Damage when hit (Melee): 4 arcane Changes stats: +8 Dex / +10 Mag / +6 Wil / +8 Cun Changes resistances: +8% arcane Changes resistances penetration: +15% arcane Critical mult.: +7.00% Spell crit. chance: +13% Mental crit. chance: +19% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +24 (+8 eff.) Damage when hit (Melee): 16 light Changes stats: +2 Mag / +4 Con Changes resistances: +6% light Changes damage: +6% mind Physical save: +25 (+7 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+4 eff.) Life regen: +3.60 Spellpower on spell critical (stacks up to 3 times): +13 Maximum vim: +30.00 Mindpower: +10 (+2 eff.) Healing mod.: +30% Slows Projectiles: +25% A belt that goes around your waist. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +30% lightning / +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 17 power out of 28/28) : Effective talent level: 2.2 Power cost: 17 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 330.27 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +12 (+4 eff.) Armour: +5 Defense: +9 (+3 eff.) Changes stats: +10 Str / +12 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +4% physical Changes damage: +12% fire / +14% all Physical save: +25 (+7 eff.) Mana each turn: +0.33 Only die when reaching: -40.00 life Maximum mana: +75.00 Spellpower: +50 (+7 eff.) Spell crit. chance: +15% Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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: 26 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 33 for 9 turns. While Heroism is active, you will only die when reaching -983 life. 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. Its effects scale with your Magic 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. |
![]() 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 608% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
![]() 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: 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 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
![]() 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: 9 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 43.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
![]() 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: 8 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 470.95 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 87 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower 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. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1461% for 10 turns and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2120% for 10 turns and instantly restoring 106 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 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: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 142 with a minimum range of 15. Its effects scale with your Constitution 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 darkness Changes stats: +12 Con Changes resistances: +6% cold / +1% physical Talent mastery: +0.38 Chronomancy / Spellbinding Physical save: +19 (+5 eff.) Spell save: +10 (+2 eff.) Stun/Freeze immunity: +10% Life regen: +3.00 Maximum life: +61.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 lightning / 4 light Changes resistances: +6% light / +12% lightning Changes damage: +9% light Life regen: +1.30 Light radius: +3 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 343 (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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% acid / +10% blight / +17% fire / +5% lightning / +6% cold Critical mult.: +17.00% Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 blight Changes resistances penetration: +20% nature Changes damage: +30% blight / +12% arcane Stun/Freeze immunity: +38% Life regen: +3.20 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +6 (+1 eff.) Mental crit. chance: +5% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Mag / +4 Wil / +2 Cun Changes resistances: +6% light / +1% physical Blindness immunity: +22% Only die when reaching: -40.00 life Spellpower: +13 (+2 eff.) Infravision radius: +4 See stealth: +11 See invisible: +9 Rings can have magical properties. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +57% When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% darkness Changes damage: +9% blight / +25% fire / +9% darkness Talent granted: +1 Command Staff Spell save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +26 (+7 eff.) Physical crit. chance: +20.0% Physical power: +28 (+10 eff.) Defense: +13 (+4 eff.) Fatigue: -4% Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 4 physical Changes resistances: +6% acid / +6% cold / +12% nature / +6% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +34.00% Physical save: +20 (+5 eff.) Spellpower: +35 (+5 eff.) Spell crit. chance: +13% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 165.34 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Emelurin (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +10% Damage (Melee): +20 light / +20 darkness Burst (radius 1) on hit: +16 mind Damage against: +30% Undead / +20% Living When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% acid / +3% fire / +3% temporal Critical mult.: +10.00% Reduces incoming crit damage: 20.00% Mental save: +3 (+1 eff.) Cut immunity: +5% Stun/Freeze immunity: +10% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Maximum psi: +10.00 Maximum vim: +20.00 Mental crit. chance: +1% One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Defense: +0 (+0 eff.) Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +9 (+3 eff.) Changes stats: +1 Str Changes resistances: +8% lightning / +7% temporal Spell save: +16 (+4 eff.) Healing mod.: +15% Size category: +2 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +3 Wil Changes resistances: +11% fire / +11% cold Changes resistances penetration: +15% light Changes damage: +15% light Spell save: +40 (+8 eff.) Vim when firing critical spell: +6.00 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Slows Projectiles: +0% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Effects on melee hit: * 33% chance to daze at end of turn Changes resistances penetration: +10% lightning / +25% fire Changes damage: +27% lightning / +18% fire / +6% nature Physical save: +13 (+4 eff.) Mindpower: +9 (+2 eff.) Slows Projectiles: +0% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Dex / +1 Mag / +2 Wil Changes resistances: +3% mind / +0% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +6 (+2 eff.) Stun/Freeze immunity: +0% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Dex / +6 Mag / +10 Wil / +4 Cun / +6 Con Changes resistances penetration: +25% arcane / +15% light Changes damage: +3% mind Critical mult.: +5.00% Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Vim when firing critical spell: +1.00 Maximum life: +110.00 Maximum mana: +80.00 Spellpower: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +14 Str / +0 Dex / +16 Mag / +16 Wil / +0 Cun / +0 Con Changes resistances: +30% lightning / +9% blight / +32% cold / +20% mind / +5% arcane Changes damage: +41% lightning / +29% physical / +20% mind / +35% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +0 Cun / +4 Con Changes resistances penetration: +20% arcane / +15% darkness Changes damage: +9% darkness / +12% arcane Mental save: +0 (+0 eff.) Silence immunity: +0% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+1 eff.) A hat made of leather. Very stylish. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1268.76 fire damage (based on Magic), costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
amazing fiery salve [power 28] amazing fiery salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (28% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 353] amazing pain suppressor salve [power 353]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -353 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 126% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 28), putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes damage: +9% blight Mana when firing critical spell: +4.00 Maximum vim: +30.00 It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 108 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By lightning the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 19:57 see stats
By lightning the Ogre Adventurer level 23
8th Dusk 122nd year of Ascendancy at 07:38 see stats
By lightning the Ogre Adventurer level 34
34th Dusk 122nd year of Ascendancy at 00:47 see stats
By lightning the Ogre Adventurer level 49
63rd Dusk 122nd year of Ascendancy at 01:12 see stats
By lightning the Ogre Adventurer level 23
8th Dusk 122nd year of Ascendancy at 01:00 see stats
By lightning the Ogre Adventurer level 61
2nd Haze 122nd year of Ascendancy at 10:09 see stats
By lightning the Ogre Adventurer level 12
2nd Summertide 122nd year of Ascendancy at 03:49 see stats
By lightning the Ogre Adventurer level 78
33rd Haze 122nd year of Ascendancy at 08:44 see stats
By lightning the Ogre Adventurer level 22
5th Dusk 122nd year of Ascendancy at 13:09 see stats
By lightning the Ogre Adventurer level 32
30th Dusk 122nd year of Ascendancy at 00:10 see stats
By lightning the Ogre Adventurer level 42
51st Dusk 122nd year of Ascendancy at 05:14 see stats
By lightning the Ogre Adventurer level 47
60th Dusk 122nd year of Ascendancy at 20:10 see stats
By lightning the Ogre Adventurer level 53
70th Dusk 122nd year of Ascendancy at 14:42 see stats
By lightning the Ogre Adventurer level 60
1st Haze 122nd year of Ascendancy at 00:33 see stats
By lightning the Ogre Adventurer level 66
11st Haze 122nd year of Ascendancy at 01:50 see stats
By lightning the Ogre Adventurer level 71
21st Haze 122nd year of Ascendancy at 06:26 see stats
By lightning the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 17:50 see stats
By lightning the Ogre Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 22:50 see stats
By lightning the Ogre Adventurer level 30
22nd Dusk 122nd year of Ascendancy at 06:35 see stats
By lightning the Ogre Adventurer level 40
45th Dusk 122nd year of Ascendancy at 06:41 see stats
By lightning the Ogre Adventurer level 50
64th Dusk 122nd year of Ascendancy at 12:18 see stats
By lightning the Ogre Adventurer level 51
66th Dusk 122nd year of Ascendancy at 16:25 see stats
By lightning the Ogre Adventurer level 41
48th Dusk 122nd year of Ascendancy at 22:08 see stats
By lightning the Ogre Adventurer level 17
8th Flare 122nd year of Ascendancy at 11:26 see stats
By lightning the Ogre Adventurer level 57
75th Dusk 122nd year of Ascendancy at 12:32 see stats
By lightning the Ogre Adventurer level 19
2nd Dusk 122nd year of Ascendancy at 04:16 see stats
By lightning the Ogre Adventurer level 11
10th Mirth 122nd year of Ascendancy at 05:39 see stats
Log
Lightning deactivates Spellcraft.
Lightning deactivates Feather Wind.
Lightning deactivates Tempest.
Lightning deactivates Thunderstorm.
The furious lightning storm around lightning calms down and disappears.
Lightning deactivates Arcane Shield.
Lightning deactivates Shielding.
Lightning deactivates Beyond the Flesh.
Lightning deactivates Kinetic Shield.
Lightning deactivates Mitosis.
Lightning deactivates Charged Shield.
Lightning deactivates Raze.
Lightning deactivates Quicken Spells.
Lightning deactivates Hurricane.
Lightning deactivates Essence of Speed.
Lightning deactivates Abyssal Shield.