Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Archmage |
Level / Exp | 41 / 68% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 28 (base 10) |
Magic | 94 (base 60) |
Willpower | 79 (base 60) |
Cunning | 64 (base 45) |
Resources
Life | 905/905 |
Mana | 362/371 |
Healing Factor | 1.2756298990388 |
Regeneration | 1.5945373737985 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +108.39398118747% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 11 |
See Stealth | 32.380138710735 |
See Invisible | 55.718756607302 |
Offense: Mainhand
Damage | 42 |
Accuracy | 25 |
Crit Chance | 22% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +53% |
Physical | +12% |
Temporal | +12% |
Blight | +15% |
Arcane | +5% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +53% |
Physical | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 35 |
Ranged Defense | 44 |
Fatigue | 6 |
Physical Save | 26 |
Spell Save | 44 |
Mental Save | 35 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 25%( 70%) |
Physical | + 18%( 70%) |
Cold | + 28%( 70%) |
All | + 14%( 70%) |
Darkness | + 31%( 70%) |
Light | + 22%( 70%) |
Temporal | + 19%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 22%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Disarm Resistance | 68% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 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 924 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1213% for 10 turns (78 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 4 times. Its effects scale with your Strength stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Disruption Shield |
talent | Essence of Speed |
talent | Shielding |
talent | Phantasmal Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Glomina the orc soldier. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Siloldata the elder vampire. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Jekria. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Emubeth the giant red ant. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 439. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ritch stinger. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed bear paw. * You've found the needed vial of greater demon bile. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within18 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Goragaran the Staridol (0 def, 8 armour) Goragaran the Staridol (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Spell save: +6 (+2 eff.) Silence immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 Light radius: +3 Infravision radius: +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Samurain the alchemist's lamp Samurain the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +4 Dex / +5 Con Changes resistances penetration: +20% physical Changes damage: +15% blight Blindness immunity: +38% Confusion immunity: +22% Only die when reaching: -40.00 life Light radius: +9 See stealth: +14 See invisible: +13 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Cyrytta' (0 def, 3 armour) hardened leather cap 'Cyrytta' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Mag / +2 Cun Changes resistances: +9% fire / +7% cold Physical save: +18 (+9 eff.) Only die when reaching: -80.00 life Light radius: +3 A cap made of leather. |
Tool | Glorawen [power 2] (25 cooldown) Glorawen [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +3 Cun / +2 Wil Changes resistances: +12% acid / +6% temporal Changes damage: +12% temporal Mindpower: +10 (+3 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Polowe PolowePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Reduces incoming crit damage: 5.00% Disarm immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +20% Hate when firing a critical mind attack: +1.00 Only die when reaching: -80.00 life Maximum psi: +10.00 Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
On fingers | Zubatta ZubattaCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +4 Cun / +5 Wil Changes resistances: +3% light / +3% cold Spell save: +6 (+2 eff.) Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +20.00 Mindpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 | Yvyyatira YvyyatiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% light / +5% darkness Blindness immunity: +20% Silence immunity: +10% Knockback immunity: +20% A belt that goes around your waist. |
In main hand | surging dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element) surging dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +14 Mag / +14 Wil / +12 Cun Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Glacierlord' (10 def, 2 armour) hardened leather gloves 'Glacierlord' (10 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +2 Defense: +10 (+5 eff.) Changes stats: +4 Mag Changes resistances: +1% physical Changes damage: +12% physical / +5% arcane / +12% cold Only die when reaching: -80.00 life 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 | linen robe 'Thunderdredge' (0 def, 0 armour) linen robe 'Thunderdredge' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Con / +4 Mag Changes resistances: +7% all Changes damage: +9% lightning Critical mult.: +15.00% Mana each turn: +0.14 Maximum mana: +46.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Splendournaught' (2 def, 0 armour) cashmere cloak 'Splendournaught' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 2 light Changes resistances: +13% blight / +4% physical / +13% nature / +6% lightning Disarm immunity: +20% Life regen: +1.00 Only die when reaching: -60.00 life Healing mod.: +13% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 285; dur 4; cd 17) acid wave rune of the psychic (damage 285; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to unleash a cone dealing 284.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
biting gale rune of the wizard (damage 304; dur 4; cd 21) biting gale rune of the wizard (damage 304; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 304.42 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 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 spell talent. |
blink rune of the wizard (range 8; phase 27; cd 13) blink rune of the wizard (range 8; phase 27; cd 13)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: 8 Cooldown: 13 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 27%, your defense is increased by 27 and all your resistances by 27%. 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 spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Arussra ArussraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% temporal / +3% darkness / +5% arcane Only die when reaching: -40.00 life Amulets make your neck look great! |
Cyrelera the steel amulet Cyrelera the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +2.0% Physical power: +10 (+5 eff.) Armour: +4 Fatigue: -6% Changes stats: +12 Dex / +4 Mag / +5 Cun / +6 Con Life regen: +2.00 Stamina each turn: +2.70 Spellpower: +25 (+6 eff.) Movement speed: +10% Amulets make your neck look great! |
Erelyregotar the gold amulet Erelyregotar the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +8 Mag Changes resistances: +9% temporal / +12% cold Changes damage: +6% light / +6% temporal / +6% darkness / +5% physical Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+6 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 7.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Arefang' steel amulet 'Arefang'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 27% * 7% chance to blind Changes stats: +2 Mag Changes resistances: +3% mind Changes damage: +9% darkness / +21% arcane / +8% light Spell save: +3 (+1 eff.) Maximum mana: +100.00 Maximum vim: +20.00 Amulets make your neck look great! |
Mayarin the steel ring Mayarin the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Changes stats: +1 Mag / +5 Wil / +4 Cun Changes resistances: +22% cold Changes resistances penetration: +10% blight Changes damage: +3% blight / +11% cold Maximum vim: +40.00 Mindpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's gold ring of arcana (+0.20/turn) marksman's gold ring of arcana (+0.20/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Changes stats: +7 Dex Silence immunity: +32% Mana each turn: +0.20 Rings make your fingers look great! |
Chillnaught the yew vilestaff (20-24 power, 4 apr, darkness element) Chillnaught the yew vilestaff (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning / 10 cold Changes resistances: +18% lightning / +12% cold Changes damage: +20% darkness / +24% fire Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +65.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Hettuzilalin the ash magestaff (15-18 power, 3 apr, lightning element) Hettuzilalin the ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes stats: +5 Mag / +5 Wil Changes resistances: +1% physical Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +3 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +19.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Scaldire (20-24 power, 4 apr, lightning element) Scaldire (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +3 Physical crit. chance: +8.0% Changes stats: +4 Str Changes damage: +20% lightning / +9% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Only die when reaching: -60.00 life Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Shiverterror (15-18 power, 3 apr, lightning element) Shiverterror (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Cun / +3 Wil Changes damage: +15% lightning / +18% cold Talent granted: +1 Command Staff Critical mult.: +33.00% Physical save: +18 (+9 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Zanaregodas the yew magestaff (20-24 power, 4 apr, lightning element) Zanaregodas the yew magestaff (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 31 arcane Changes resistances: +6% cold / +9% light / +20% darkness Changes damage: +20% lightning / +6% temporal Talent granted: +1 Command Staff Teleport immunity: +20% Only die when reaching: -40.00 life Maximum mana: +68.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Mokor' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Mokor' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +5% arcane Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Mental save: +15 (+6 eff.) Life regen: +0.90 Spellpower: +22 (+6 eff.) Spell crit. chance: +27% Mental crit. chance: +4% Healing mod.: +24% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Radianceimmortal' (30-36 power, 6 apr, light element) dragonbone starstaff 'Radianceimmortal' (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Con Changes resistances: +9% blight Changes damage: +36% light Talent granted: +1 Command Staff Critical mult.: +16.00% Life regen: +2.80 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +15% Healing mod.: +53% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Rhuldil' (30-36 power, 6 apr, light element) dragonbone starstaff 'Rhuldil' (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 8 mind Changes stats: +5 Con Changes resistances: +3% nature / +6% cold Changes damage: +30% light / +6% mind Talent granted: +1 Command Staff Critical mult.: +14.00% Life regen: +1.60 Spellpower: +23 (+6 eff.) Spell crit. chance: +16% Light radius: +4 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 151.16 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. |
elven-wood magestaff 'Wretchpyre' (25-30 power, 5 apr, lightning element) elven-wood magestaff 'Wretchpyre' (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +40 (+15 eff.) Changes resistances penetration: +35% nature Changes damage: +15% arcane / +25% lightning Talent granted: +1 Command Staff Spellpower: +28 (+7 eff.) Spell crit. chance: +4% Damage Shield penetration: +43% Damage Shield Power: +19% Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element) ethereal dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +17 (+7 eff.) Changes stats: +1 Mag / +3 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +56.00 Spellpower: +32 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +19% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Adysetira' (20-24 power, 4 apr, blight element) yew vilestaff 'Adysetira' (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes resistances: +15% blight / +12% temporal Changes resistances penetration: +10% arcane Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +11 (+6 eff.) Spell save: +7 (+2 eff.) Mental save: +11 (+5 eff.) Maximum life: +80.00 Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Airstreak (2 def, 0 armour) Airstreak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +3 Dex Changes resistances: +27% lightning / +20% light Changes damage: +27% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Daystreak the cashmere cloak (2 def, 0 armour) Daystreak the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 6 temporal Changes stats: +4 Str / +4 Wil Changes damage: +15% temporal Physical save: +9 (+5 eff.) Mental save: +10 (+5 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galewoe (2 def, 0 armour) Galewoe (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Wil Changes resistances: +5% arcane / +30% lightning Changes resistances penetration: +20% lightning Changes damage: +12% arcane Mental save: +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerorder (2 def, 0 armour) Glimmerorder (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Mag / +2 Cun Changes resistances: +12% light Changes resistances penetration: +5% light Changes damage: +6% light Reduces incoming crit damage: 15.00% Physical save: +9 (+5 eff.) Mental save: +11 (+5 eff.) Only die when reaching: -50.00 life Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellsobsidian the cashmere cloak (7 def, 10 armour) Hellsobsidian the cashmere cloak (7 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Changes resistances: +6% darkness / +6% temporal Changes resistances penetration: +10% fire Pinning immunity: +20% Maximum life: +38.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
linen cloak 'Amolethel' (16 def, 0 armour) linen cloak 'Amolethel' (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+7 eff.) Changes stats: +5 Dex Changes resistances: +12% blight / +12% nature / +3% acid Spell save: +12 (+4 eff.) Life regen: +7.00 Maximum life: +80.00 Healing mod.: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerudhedhevena the silk robe (0 def, 0 armour) Aerudhedhevena the silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +14% acid / +15% physical / +17% cold / +15% fire / +13% all Changes resistances penetration: +11% mind Changes damage: +21% acid / +17% physical / +25% mind / +8% cold / +9% arcane / +15% fire Talent cooldown: Refit Golem (-5 turns) Spell save: +26 (+8 eff.) Psi each turn: +0.58 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +24.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazegrinder (0 def, 0 armour) Blazegrinder (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% * 20% chance to slow global speed by 61% * 20 arcane resource burn Changes resistances: +6% acid / +6% temporal / +14% blight / +15% fire / +5% arcane / +11% all Changes damage: +15% light Life regen: +3.00 Maximum life: +64.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Velyyabrenor the Frostonslaught (0 def, 0 armour) Velyyabrenor the Frostonslaught (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +9% lightning / +6% cold / +9% all Changes resistances penetration: +25% light Changes damage: +12% lightning / +15% cold / +14% arcane Maximum mana: +31.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +9% blight / +11% all Life regen: +2.30 Maximum life: +56.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Aramas' (0 def, 0 armour) linen robe 'Aramas' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+5 eff.) Changes stats: +3 Mag / +8 Wil Changes resistances: +7% all Physical save: +6 (+3 eff.) Silence immunity: +23% Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of Angolwen (0 def, 0 armour) stargazer's cashmere robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Wil / +3 Cun Changes resistances: +11% all Changes damage: +14% light / +11% darkness Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +16 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elith the pair of dwarven-steel boots (0 def, 4 armour) Elith the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +7 Wil Changes resistances: +18% darkness / +20% temporal Changes resistances penetration: +16% darkness / +16% temporal Changes damage: +21% mind Mental save: +12 (+5 eff.) Maximum hate: +8.00 Mental crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots of spellbinding (0 def, 3 armour) dreamer's pair of hardened leather boots of spellbinding (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +3 Wil / +4 Cun Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
pair of dwarven-steel boots 'Islida' (0 def, 4 armour) pair of dwarven-steel boots 'Islida' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Dex Changes resistances: +17% temporal / +16% darkness / +2% physical Changes resistances penetration: +14% darkness / +13% temporal Mindpower: +25 (+7 eff.) Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Glacierthorn' (0 def, 3 armour) pair of hardened leather boots 'Glacierthorn' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +9% cold Changes resistances penetration: +5% arcane Critical mult.: +5.00% Maximum encumbrance: +28 Physical save: +13 (+7 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spellpower: +8 (+2 eff.) A pair of boots made of leather. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour) undeterred pair of hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con / +4 Wil Changes resistances penetration: +6% physical Silence immunity: +24% Confusion immunity: +34% Stun/Freeze immunity: +26% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Betarin the voratun gauntlets (0 def, 3 armour) Betarin the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 16 acid / 10 fire / 16 cold / 16 lightning Changes stats: +7 Mag / +8 Wil / +3 Cun Changes resistances: +10% darkness / +5% arcane / +7% light Changes damage: +6% arcane / +9% blight Maximum vim: +10.00 Spell crit. chance: +8% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 107.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
rough leather gloves 'Polyth' (5 def, 1 armour) rough leather gloves 'Polyth' (5 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Damage (Melee): 8 light Changes resistances: +2% physical / +7% light / +6% nature Changes damage: +4% light / +3% blight Silence immunity: +10% Confusion immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Gloriwen the Tempesthunger (2 def, 0 armour) Gloriwen the Tempesthunger (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes resistances: +18% cold Changes resistances penetration: +25% lightning / +10% cold / +10% nature Changes damage: +12% lightning / +12% cold A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Shockoblivion (0 def, 3 armour) Shockoblivion (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 10 acid / 4 lightning Changes stats: +6 Mag / +4 Wil Changes resistances: +9% acid / +6% mind / +9% lightning Changes resistances penetration: +20% lightning Changes damage: +13% blight / +14% arcane Spell crit. chance: +3% A cap made of leather. |
Woebliss the hardened leather cap (15 def, 3 armour) Woebliss the hardened leather cap (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+6 eff.) Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances: +6% lightning Changes damage: +12% darkness Only die when reaching: -80.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 44.9 Physical damage. If the attack hits, the target is confused (30% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Xerunn the Soottitan (1 def, 0 armour) Xerunn the Soottitan (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 6 darkness Changes resistances: +15% lightning / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +10% lightning / +6% blight A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Shockbrand' (2 def, 0 armour) cashmere wizard hat 'Shockbrand' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes resistances: +12% lightning Changes resistances penetration: +15% light Changes damage: +9% lightning / +16% arcane / +15% light Maximum mana: +37.00 A pointy cloth hat, very wizardly... |
3 agate 3 agate0.00 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. |
1026 alchemist agate 1026 alchemist agate0.00 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. |
4 onyx 4 onyx0.00 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. |
9 aquamarine 9 aquamarine0.00 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cloudsorrow the dwarven-steel pickaxe (dig speed 28 turns) Cloudsorrow the dwarven-steel pickaxe (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 10 darkness Changes stats: +2 Str Changes resistances: +10% nature / +12% lightning Changes resistances penetration: +25% lightning Changes damage: +7% nature / +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Kindlewither' (dig speed 30 turns) iron pickaxe 'Kindlewither' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +5 (+3 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +1% physical Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Barylegund BarylegundInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Con Critical mult.: +10.00% Physical save: +9 (+5 eff.) Only die when reaching: -20.00 life Maximum life: +42.00 Maximum vim: +20.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
6 garnet 6 garnet0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 239/400. 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
yew totem of healing 'Xerida' [power 302] (15 cooldown) yew totem of healing 'Xerida' [power 302] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +20% blight Changes damage: +12% temporal Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +25 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 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. |
Emina the yew wand of shielding [power 296] (20 cooldown) Emina the yew wand of shielding [power 296] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% mind Spell save: +18 (+6 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Spellpower: +10 (+3 eff.) Spell crit. chance: +3% It can be used to create a shield absorbing up to 480 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz 5 quartz0.00 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. |
8 ametrine 8 ametrine0.00 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 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 Jekria the Ghoul Archmage level 39
32nd Dusk 124th year of Ascendancy at 12:29 see stats
By Jekria the Ghoul Archmage level 35
5th Mirth 124th year of Ascendancy at 23:55 see stats
By Jekria the Ghoul Archmage level 38
30th Dusk 124th year of Ascendancy at 15:22 see stats
By Jekria the Ghoul Archmage level 11
52nd Dusk 122nd year of Ascendancy at 14:13 see stats
By Jekria the Ghoul Archmage level 40
50th Dusk 124th year of Ascendancy at 12:52 see stats
By Jekria the Ghoul Archmage level 35
5th Mirth 124th year of Ascendancy at 19:09 see stats
By Jekria the Ghoul Archmage level 21
70th Regrowth 123rd year of Ascendancy at 19:39 see stats
By Jekria the Ghoul Archmage level 28
20th Haze 123rd year of Ascendancy at 19:29 see stats
By Jekria the Ghoul Archmage level 35
5th Mirth 124th year of Ascendancy at 23:22 see stats
By Jekria the Ghoul Archmage level 10
34th Dusk 122nd year of Ascendancy at 08:58 see stats
By Jekria the Ghoul Archmage level 20
54th Haze 122nd year of Ascendancy at 17:20 see stats
By Jekria the Ghoul Archmage level 30
22nd Regrowth 124th year of Ascendancy at 09:29 see stats
By Jekria the Ghoul Archmage level 40
48th Dusk 124th year of Ascendancy at 02:12 see stats
By Jekria the Ghoul Archmage level 20
10th Allure 123rd year of Ascendancy at 00:10 see stats
By Jekria the Ghoul Archmage level 27
48th Dusk 123rd year of Ascendancy at 13:27 see stats
By Jekria the Ghoul Archmage level 41
50th Dusk 124th year of Ascendancy at 14:42 see stats
By Jekria the Ghoul Archmage level 35
5th Mirth 124th year of Ascendancy at 23:55 see stats
By Jekria the Ghoul Archmage level 38
30th Dusk 124th year of Ascendancy at 14:35 see stats
By Jekria the Ghoul Archmage level 13
2nd Haze 122nd year of Ascendancy at 22:55 see stats
By Jekria the Ghoul Archmage level 35
5th Mirth 124th year of Ascendancy at 23:55 see stats
By Jekria the Ghoul Archmage level 35
3rd Summertide 124th year of Ascendancy at 05:00 see stats
By Jekria the Ghoul Archmage level 31
36th Pyre 124th year of Ascendancy at 20:43 see stats
By Jekria the Ghoul Archmage level 9
7th Flare 122nd year of Ascendancy at 09:49 see stats
By Jekria the Ghoul Archmage level 21
70th Regrowth 123rd year of Ascendancy at 19:38 see stats
By Jekria the Ghoul Archmage level 23
80th Regrowth 123rd year of Ascendancy at 20:06 see stats
By Jekria the Ghoul Archmage level 18
29th Haze 122nd year of Ascendancy at 10:40 see stats
By Jekria the Ghoul Archmage level 38
30th Dusk 124th year of Ascendancy at 11:09 see stats
By Jekria the Ghoul Archmage level 37
8th Dusk 124th year of Ascendancy at 09:15 see stats
Log
You gain 2.05 gold from the transmogrification of resilient cashmere cloak of the Shaloren (2 def, 0 armour).
You gain 4.79 gold from the transmogrification of murderer's cashmere cloak of Eldoral (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Cystslice the cashmere cloak (2 def, 0 armour).
You gain 4.63 gold from the transmogrification of reinforced hardened leather belt of the mystic.
You gain 6.45 gold from the transmogrification of warbringer's stralite waraxe (33-46 power, 5 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel waraxe 'Salumina' (20-28 power, 20 apr).
You gain 7.53 gold from the transmogrification of ethereal elven-wood starstaff of fate (25-30 power, 5 apr, darkness element).
You gain 5.71 gold from the transmogrification of elven-wood vilestaff of greater warding (25-30 power, 5 apr, fire element).
You gain 5.24 gold from the transmogrification of living mindstar of flames (16-18 power, 40 apr, mind damage).
You gain 5.69 gold from the transmogrification of living mindstar of flames (16-18 power, 40 apr, mind damage).
You gain 19.21 gold from the transmogrification of voratun mace 'Shockquake' (43-60 power, 6 apr).
You gain 8.20 gold from the transmogrification of enhanced dwarven-steel mace of massacre (37-52 power, 4 apr).
You gain 8.20 gold from the transmogrification of quick voratun greatsword of rage (62-100 power, 4 apr).
You gain 7.08 gold from the transmogrification of balanced voratun greatsword of erosion (64-102 power, 4 apr).
You gain 6.67 gold from the transmogrification of quick dwarven-steel battleaxe of rage (32-47 power, 2 apr).
You gain 25.00 gold from the transmogrification of Chalydraretar the Searspitter (44-66 power, 3 apr).
You gain 23.42 gold from the transmogrification of Hettumagund the gold ring.
You gain 4.10 gold from the transmogrification of stralite amulet of the eclipse.
You gain 0.53 gold from the transmogrification of teleportation rune (range 20; cd 12).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 32; blocks 3; dur 4; cd 13).
You gain 2.25 gold from the transmogrification of blink rune (range 3; phase 25; cd 17).
You gain 1.59 gold from the transmogrification of biting gale rune (damage 132; dur 4; cd 16).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 36%; mental, magical; dur 2; cd 11).
You gain 1.00 gold from the transmogrification of wild infusion (res 21%; magical; dur 2; cd 14).
You gain 1.48 gold from the transmogrification of regeneration infusion (heal 328; 13 cd).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The furious lightning storm around Jekria calms down and disappears.