









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Archmage |
| Level / Exp | 26 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Zuboriakira the warg at level 26 on the 23rd Dearth 122nd year of Ascendancy at 15:26 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 90 (base 57) |
| Willpower | 78 (base 49) |
| Cunning | 22 (base 11) |
Resources
| Life | -161/514 |
| Mana | 97/658 |
| Healing Factor | 1.2272674059366 |
| Regeneration | 2.7613516633574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 23 |
| Crit Chance | 7% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +3% |
| Cold | +10% |
| Blight | +18% |
| Arcane | +28% |
| Fire | +54% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 3 |
| Physical Save | 13 |
| Spell Save | 39 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 15%( 70%) |
| All | + 12%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 17%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 20% |
| Pinning Resistance | 0% |
| Silence Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 939% for 10 turns (103 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 550 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Harerion (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +2 ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +20% Stun/Frz- +26% Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Prismpython the elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% acid Melee Ret 6 acid On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% acid +3% temporal +5% arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 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. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +6 Mag +6 Wil +8 Cun dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +9% arcane +12% blight Acc +9 (+4 eff.) Melee Ret 4 arcane 2 blight ----- def ----- Resists +5% arcane Silence- +38% Stun/Frz- +30% ---------- misc Mana/turn +0.21 Rings make your fingers look great! |
| On fingers | gold Prothotipe's Prismatic Eye ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold Acc +9 (+4 eff.) Apr +12 ----- def ----- Defense +11 (+7 eff.) ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Frozensweep the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +3 Cun +1 Con ----- def ----- Resists +6% light +3% cold Mind.save +7 (+3 eff.) Max.HP +56.00 ---------- misc Infravis +3 A belt that goes around your waist. |
| In main hand | shimmering yew vilestaff of channeling (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+5 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.39 Max.mana +43.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Bagogen (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 5 arcane Dmg.mod +4% arcane On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +1 Resists +4% arcane +6% mind ---------- misc Infravis +1 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Lorybers the Kilnspar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +1 (+1 eff.) Resists +11% nature +11% blight Mind.save +12 (+5 eff.) HP.reg +2.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of soulsearing0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% blight +6% fire Amulets make your neck look great! |
Inventory
biting gale rune of the warrior (damage 150; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 149.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 4; phase 14; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 15; resist 13%; move 42%; 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 20 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 13% all resistance, you move 42% faster, and you are invisible (power 15). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 45; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 45 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 185; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 353; dur 4; cd 16)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 create a protective shield absorbing at most 353 damage for 4 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. |
teleportation rune (range 38; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Starrune the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% mind On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +6% blight +5% nature +3% mind Poison- +12% Disease- +12% ---------- misc Light +3 Rings make your fingers look great! |
conjurer's steel ring of light (+22%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
copper ring 'Sleetbore'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% cold +12% physical Res.pen +5% cold Acc +5 (+2 eff.) ----- def ----- Max.HP +25.00 Disarm- +22% Pinning- +23% Knockbk- +22% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 13 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 26 On Hit (Ranged): * 15% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
slime-covered iron longsword of evisceration (100% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Disrupt/Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 6% chance to slow global speed by 53% On Crit: * Wound the target dealing 37 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+6 eff.) Sharp, long, and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
blooming mossy mindstar (77% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Heal.mod +12% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of balance (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) ----- def ----- Phys.save +4 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning thorny mindstar of balance (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +2% arcane Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (100% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +5% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's thorny mindstar (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +5% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of gales (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% lightning +4% cold +4% physical ----- def ----- Defense +12 (+7 eff.) Pinning- +18% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Yvurilaith' (88% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +5 Con dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid ---------- misc Hate/m.crit +2.00 Max.hate +4.00 Infravis +3 See.Invis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zoruidur (100% power, 2 apr, physical element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ----- def ----- Defense +6 (+4 eff.) Resists +15% fire Max.HP +20.00 Poison- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 110.86 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. |
cruel ash starstaff of illumination (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+5 eff.) ---------- misc Light +3 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 150.27 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. |
elm magestaff 'Prismspike' (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Res.pen +15% light ----- def ----- Defense +6 (+4 eff.) Resists +6% acid +6% cold +12% blight ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 110.86 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. |
Delychak the dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 53% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.pwr +10 (+7 eff.) Res.pen +8% physical Acc +24 (+12 eff.) Apr +8 ----- def ----- Defense +7 (+5 eff.) Resists +12% lightning +3% light Disarm- +28% One-handed war axes. |
steel waraxe of corruption (110% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 One-handed war axes. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+6 eff.) Resists +30% nature +11% all Phys.save +10 (+8 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
focusing cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: Stats +6 Mag +4 Wil ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +11% all Phys.save +20 (+13 eff.) ---------- misc Mana/turn +0.16 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% physical +8% fire +7% cold ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voriba the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +4 Mag +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +20% Stun/Frz- +22% ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porurimina (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.crit +8.0% Melee+ 10 darkness Dmg.mod +3% darkness +9% physical ----- def ----- Armour +2 Defense +10 (+6 eff.) Fatigue +3% Resists +9% darkness +2% physical 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. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Phys.save +7 (+7 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
Elawen the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +30.00% Spell.pwr +5 (+1 eff.) Dmg.mod +22% mind ----- def ----- Defense +2 (+2 eff.) Resists +13% mind ---------- misc Mana/turn +0.08 A pointy cloth hat, very wizardly... |
Sleetglory the linen wizard hat (11 def, 8 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +11% fire ----- def ----- Armour +8 Defense +11 (+7 eff.) Resists +6% nature +16% fire Mind.save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Murkdash' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Dmg.mod +3% arcane +9% blight On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +1 Wil ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +7% Resists +13% blight +12% darkness Phys.save +6 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Arann the Splendourblood (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% light Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +17% acid +12% fire A suit of armour made of leather. |
cleansing cured leather armour of command (13 def, 8 armour)9.0 T2 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +13 (+8 eff.) Fatigue +7% Resists +12% nature +12% blight Mind.save +13 (+5 eff.) A suit of armour made of leather. |
windwalling dwarven-steel shield of resistance (0 def, 6 armour, 86.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +10% physical +8% cold +8% fire +7% lightning Shield.near.proj +18 Proj.slow +21% ---------- misc Talents +1 Block Handheld deflection devices. |
17 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
233 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. |
3 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +7 See.Stealth +11 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
pouch of dwarven-steel shots 'Dairyrodur' (23/23, 150% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Random Unique] Disrupt/Master/Psionic Power 151% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Rld cld 6 Ranged+ +20 acid +13 mind On Hit.r1 +20 acid On Hit: * 9% chance to slow global speed by 53% * 16% chance to reduce all saves and defense by 26 Shots are used with slings to pummel your foes to death. |
iron torque of clear mind 'Earotir' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +1 Wil +3 Con ---------- misc Light +3 Infravis +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Isenor' [power 206] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +1% Mind.pwr +15 (+5 eff.) Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Gleamarc' [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% light Res.pen +5% light ----- def ----- Mind.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Goruchik the ash wand of lightning storm [power 200] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Mag dps ---------- S.pwr/crit +8 Res.pen +25% blight ----- def ----- Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (220 total 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. |
ash wand of clairvoyance 'Betiwen' [power 10] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Mind.save +6 (+3 eff.) Reveal the area around you, dispelling darkness (radius 10, power 81 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 30% for 2 turns. 100% to increase all damage by 14% for 2 turns. 100% to cleanse 1 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. |
elm wand of clairvoyance 'Mayomithra' [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str ---------- misc Max.psi +20.00 Light +3 Infravis +1 Reveal the area around you, dispelling darkness (radius 9, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Jirannnn the Dwarf Archmage level 24
21st Dearth 122nd year of Ascendancy at 23:43 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jirannnn the Dwarf Archmage level 18
6th Wealth 122nd year of Ascendancy at 15:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Jirannnn the Dwarf Archmage level 23
17th Dearth 122nd year of Ascendancy at 13:27 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Jirannnn the Dwarf Archmage level 20
8th Dearth 122nd year of Ascendancy at 05:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jirannnn the Dwarf Archmage level 10
4th Profit 122nd year of Ascendancy at 23:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Jirannnn the Dwarf Archmage level 20
18th Wealth 122nd year of Ascendancy at 10:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Jirannnn the Dwarf Archmage level 13
27th Profit 122nd year of Ascendancy at 00:43 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Jirannnn the Dwarf Archmage level 6
18th Voratun 122nd year of Ascendancy at 09:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jirannnn the Dwarf Archmage level 9
29th Voratun 122nd year of Ascendancy at 19:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Jirannnn the Dwarf Archmage level 12
24th Profit 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jirannnn the Dwarf Archmage level 16
34th Profit 122nd year of Ascendancy at 03:37 see stats
Log
Zuboriakira the warg uses Flurry.
Jirannnn is not dazed anymore.
Zuboriakira the warg performs a melee critical strike against Jirannnn!
Zuboriakira the warg's blood frenzy intensifies!
Jirannnn is dazed!
Jirannnn is poisoned!
Zuboriakira the warg performs a melee critical strike against Jirannnn!
Jirannnn is not dazed anymore.
Zuboriakira the warg's blood frenzy intensifies!
Jirannnn is dazed!
Jirannnn is not dazed anymore.
Jirannnn deactivates Disruption Shield.
Jirannnn's disruption shield collapses and then explodes in a powerful manastorm!
Jirannnn's spell attains critical power!
Zuboriakira the warg performs a melee critical strike against Jirannnn!
Jirannnn is dazed!
Zuboriakira the warg performs a melee critical strike against Jirannnn!
Jirannnn is not dazed anymore.
Jirannnn is dazed!
Melee retaliation hits Zuboriakira the warg for 5 acid, 4 arcane, 2 blight, 11 fire, 5 acid, 4 arcane, 2 blight, 11 fire, 5 acid, 4 arcane, 2 blight, 11 fire, 4 acid, 4 arcane, 2 blight, 11 fire, 5 acid, 4 arcane, 2 blight, 11 fire, 5 acid, 4 arcane, 2 blight, 11 fire (133 total damage).
Zuboriakira the warg hits Jirannnn for (100 absorbed), (37 mana), 0 physical, (6 absorbed), (6 mana), 0 nature, (166 absorbed), (166 mana), 0 physical, (4 absorbed), (4 mana), 0 nature, (186 absorbed), (186 mana), 0 physical, (6 absorbed), (6 mana), 0 nature, (204 absorbed), (204 mana), 0 physical, 4 nature, 155 physical, 6 nature, 159 physical, 4 nature (330 total damage).
Zuboriakira the warg uses Dual Strike.
Zuboriakira the warg performs a melee critical strike against Jirannnn!
Jirannnn is not dazed anymore.
Poison bursts out of Jirannnn's corpse!
Jirannnn resists the stunning strike!
Jirannnn's arcane area effect hits Zuboriakira the warg for 214 arcane damage.
Melee retaliation hits Zuboriakira the warg for 5 acid, 4 arcane, 2 blight, 11 fire, 5 acid, 4 arcane, 2 blight, 11 fire (45 total damage).
Zuboriakira the warg hits Jirannnn for 346 physical damage.
Jirannnn the level 26 dwarf archmage was eviscerated to death by Zuboriakira the warg on level 3 of Old Forest.
























































































































