Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Smaller log/chat fonts 1.7.4Slightly (2pt) shrink log/chat fonts Keybinds for faster moving of the target cursor 1.5.10Attack-direction will move the cursor several squares, for better shooting of beams at unseen enemies. Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Pickup chat info tweaks 1.5.10Show the short display of an item's type + egos when you pick it up. Also sends it to the chat window (as a fake whisper from yourself) to avoid combat spam hiding it (ideally this would be a separate window, but effort). Also removes gold pickups from the log. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 29 / 4% |
Size | medium |
Lifes / Deaths | Killed by Bandit Leader Aribremina at level 23 on the 17th Regrowth 123rd year of Ascendancy at 16:33 4 / 2Killed by armoured skeleton warrior at level 26 on the 28th Regrowth 123rd year of Ascendancy at 09:29 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 10 (base 10) |
Magic | 87 (base 58) |
Willpower | 77 (base 60) |
Cunning | 15 (base 11) |
Resources
Life | 466/466 |
Mana | 450/450 |
Healing Factor | 1.2200003099962 |
Regeneration | 19.825005037438 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +56.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 10.784491567303 |
See Invisible | 25.065103024933 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 12 |
Crit Chance | 14% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Lightning | +74% |
Arcane | +15% |
Mind | +20% |
All | +11% |
Offense: Damage Penetration
Lightning | +75% |
Light | +40% |
Nature | +30% |
Mind | +35% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 20.432100447395 (30%) |
Defense | 49 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 45 |
Mental Save | 31 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 13%( 70%) |
All | + 11%( 70%) |
Lightning | + 33%( 70%) |
Light | + 16%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 24%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 26% |
Confusion Resistance | 21% |
Silence Resistance | 23% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 744 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 66 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (89 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Keen Senses |
talent | Thunderstorm |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Shielding |
talent | Feather Wind |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
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 worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. 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 wretchling eyeball. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of iron boots of speed (0 def, 3 armour) undeterred pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +24% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Gilyrek the brass lantern Gilyrek the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +18% acid / +3% cold / +6% light / +5% arcane Changes damage: +6% mind Reduces incoming crit damage: 15.00% Disease immunity: +10% Only die when reaching: -40.00 life 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. |
On head | Polodarin the Skyblur (0 def, 6 armour) Polodarin the Skyblur (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 39% Changes resistances: +9% acid Changes resistances penetration: +15% light Changes damage: +12% lightning / +6% acid Infravision radius: +2 A cap made of leather. |
Tool | stralite torque of clear mind 'Heatvice' [power 4] (25 cooldown) stralite torque of clear mind 'Heatvice' [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +9% temporal / +15% nature / +6% mind Changes resistances penetration: +15% fire Life regen: +4.00 Maximum life: +100.00 Healing mod.: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Cyretha the gold ring Cyretha the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +3% mind Disarm immunity: +26% Pinning immunity: +22% Stun/Freeze immunity: +34% Knockback immunity: +30% Life regen: +12.00 Maximum life: +68.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | Bloomwell BloomwellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes resistances penetration: +5% nature Changes damage: +10% lightning Light radius: +3 Infravision radius: +1 Rings make your fingers look great! |
Around waist | spiritwalker's hardened leather belt of burglary =5 dex= spiritwalker's hardened leather belt of burglary =5 dex=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Mag / +3 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Mana each turn: +0.16 Maximum mana: +34.00 Infravision radius: +3 A belt that goes around your waist. |
In main hand | ethereal elven-wood magestaff of channeling (129% power, 5 apr, lightning element) =shield, sp= ethereal elven-wood magestaff of channeling (129% power, 5 apr, lightning element) =shield, sp=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: +19 (+6 eff.) Changes damage: +25% lightning Talent granted: +1 Command Staff Mana each turn: +0.30 Spellpower: +29 (+7 eff.) Spell crit. chance: +4% Damage Shield penetration: +20% Damage Shield Power: +13% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | storm dwarven-steel gauntlets of spellstriking (0 def, 2 armour) storm dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 arcane / 6 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +4% arcane / +5% lightning Changes damage: +4% arcane / +5% lightning Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | cashmere robe of power (0 def, 0 armour) cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +11% all Spellpower: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +6 (+2 eff.) Maximum mana: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | savior's copper amulet of manastreaming savior's copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Physical save: +10 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+5 eff.) Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 168; cd 15) shatter afflictions rune of the psychic (absorb 168; cd 15)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: 15 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 168 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. 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. Press to compare to your current inscriptions |
Glyrianne =3 str 2 dex= Glyrianne =3 str 2 dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Wil / +1 Cun Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
Prismwasp the copper amulet Prismwasp the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +11% fire / +11% cold Changes resistances penetration: +5% light / +10% lightning Changes damage: +12% light Light radius: +3 Amulets make your neck look great! |
Unredor the copper amulet Unredor the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Mag Mana when firing critical spell: +1.00 Spell crit. chance: +5% Amulets make your neck look great! |
starseer's steel amulet of magic (+6) starseer's steel amulet of magic (+6)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
wanderer's steel amulet =5dex 5con= wanderer's steel amulet =5dex 5con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
grounding gold amulet of the eclipse grounding gold amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 light / 8 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 21% * 6% chance to blind Changes resistances: +15% lightning Changes damage: +8% light / +10% darkness Stun/Freeze immunity: +28% Amulets make your neck look great! |
Emeba EmebaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+10 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Dex / +2 Con Changes damage: +3% mind Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +26% Only die when reaching: -60.00 life Maximum life: +24.00 Rings make your fingers look great! |
Hellqueen the copper ring =2 dex 3 con= Hellqueen the copper ring =2 dex 3 con=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +2 Dex / +1 Mag / +3 Con Changes resistances: +3% fire Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +3 See invisible: +12 Rings make your fingers look great! |
Voremira VoremiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +3 Con Mental save: +5 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
copper ring 'Galesnake' copper ring 'Galesnake'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+6 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% blight Changes damage: +3% lightning Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Zumas' copper ring 'Zumas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Physical save: +7 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +20% Rings make your fingers look great! |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
marksman's copper ring of time (+10%) =3 dex= marksman's copper ring of time (+10%) =3 dex=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! |
warrior's copper ring of corrosion (+22%) =2str= warrior's copper ring of corrosion (+22%) =2str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
Flashbait FlashbaitInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con Changes damage: +12% blight / +6% light / +6% arcane Critical mult.: +10.00% Physical save: +12 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+5 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
gold ring 'Dimrage' =28 silenc= gold ring 'Dimrage' =28 silenc=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +20% darkness / +15% acid Changes damage: +6% darkness Silence immunity: +28% Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +26% Mana each turn: +0.16 Maximum life: +26.00 Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
pixie's stralite ring of tenacity pixie's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Mag Disarm immunity: +30% Pinning immunity: +31% Knockback immunity: +31% Maximum life: +30.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
short yew magestaff of wizardry (120% power, 4 apr, lightning element) short yew magestaff of wizardry (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x 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: Changes stats: +2 Mag / +1 Wil Changes damage: +20% lightning Talent granted: +1 Command Staff Maximum mana: +17.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Lightningknave (129% power, 5 apr, arcane element) =9 con= Lightningknave (129% power, 5 apr, arcane element) =9 con=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Changes stats: +7 Mag / +6 Wil / +7 Cun / +9 Con Changes resistances penetration: +5% lightning Changes damage: +27% blight / +21% temporal / +25% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +36.00 Maximum neg.energy: +44.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
imbued elven-wood magestaff of wizardry (129% power, 5 apr, lightning element) =mana= imbued elven-wood magestaff of wizardry (129% power, 5 apr, lightning element) =mana=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Changes stats: +3 Mag / +4 Wil Changes damage: +25% lightning Talent granted: +1 Command Staff Maximum mana: +49.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Talent on hit(spell): Earthen Missiles (10% chance level 2). Staves designed for wielders of magic, by the greats of the art. |
Blazewitch (136% power, 6 apr, acid element) =crit= Blazewitch (136% power, 6 apr, acid element) =crit=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. Power: 136% Range: 1.2x 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: +12 (+4 eff.) Changes stats: +5 Con Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +5% lightning Changes damage: +30% acid / +3% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spell save: +6 (+2 eff.) Life regen: +1.10 Spellpower: +24 (+6 eff.) Spell crit. chance: +17% Light radius: +4 Healing mod.: +21% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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 6 that illuminates the area and deals 111.87 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. |
Geda the Rottickler (102% power, 6 apr) Geda the Rottickler (102% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 52% Damage (Melee): +8 darkness / +9 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 52% Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +15% lightning Sharp, short and deadly. |
enhanced dwarven-steel dagger (116% power, 7 apr) =stats= enhanced dwarven-steel dagger (116% power, 7 apr) =stats=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +4 Dex / +4 Mag / +5 Wil / +6 Cun / +3 Con Sharp, short and deadly. |
thought-forged stralite dagger of enduring (136% power, 9 apr) =9 con= thought-forged stralite dagger of enduring (136% power, 9 apr) =9 con=Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 25 Damage (Melee): +10 mind When wielded/worn: Changes stats: +12 Wil / +4 Cun / +9 Con Maximum life: +36.00 Sharp, short and deadly. |
Shockpunish the vined mindstar (87% power, 18 apr, nature damage) =20% pen= Shockpunish the vined mindstar (87% power, 18 apr, nature damage) =20% pen=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 lightning / +4 cold Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +16 lightning When wielded/worn: Damage (Melee): 5 mind / 7 darkness Damage when hit (Melee): 4 darkness Changes resistances penetration: +20% lightning Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
Falirim the Brandspitter (96% power, 24 apr, nature damage) Falirim the Brandspitter (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 fire Damage (radius 1) on hit: +20 lightning When wielded/worn: Changes stats: +3 Str / +4 Dex Changes resistances: +6% fire Changes damage: +12% lightning / +10% fire / +10% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Skyfear (0 def, 2 armour, 21.5 block) Skyfear (0 def, 2 armour, 21.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +18% lightning Changes damage: +15% lightning / +12% light Talent granted: +1 Block Light radius: +1 Handheld deflection devices. |
stormwoven woollen robe of fire (+6%) (0 def, 0 armour) stormwoven woollen robe of fire (+6%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +6% lightning / +6% cold / +21% fire / +9% all Changes damage: +5% lightning / +6% physical / +14% fire / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour) =32 silence= silk robe of Angolwen (0 def, 0 armour) =32 silence=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +13% all Silence immunity: +32% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of Angolwen (0 def, 0 armour) =39 silence= spellwoven silk robe of Angolwen (0 def, 0 armour) =39 silence=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +13% all Spell save: +19 (+6 eff.) Silence immunity: +39% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +15 (+4 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
rough leather belt 'Glarehunter' =1 str 3 dex= rough leather belt 'Glarehunter' =1 str 3 dex=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex Changes damage: +3% light Reduces incoming crit damage: 5.00% Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of unlife =breath= rough leather belt of unlife =breath=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Flowerrend =2str 3con= Flowerrend =2str 3con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+3 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +9% nature Changes damage: +6% cold Spell save: +8 (+3 eff.) See invisible: +6 Size category: +1 A belt that goes around your waist. |
linen cloak 'Xanaldanor' (7 def, 4 armour) linen cloak 'Xanaldanor' (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical power: +15 (+13 eff.) Armour: +4 Defense: +7 (+2 eff.) Physical save: +12 (+7 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earthblast the pair of rough leather boots (0 def, 1 armour) =3str= Earthblast the pair of rough leather boots (0 def, 1 armour) =3str=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+3 eff.) Armour: +1 Damage when hit (Melee): 8 nature Changes stats: +3 Str / +1 Wil / +2 Cun Changes resistances: +3% temporal A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +28% Confusion immunity: +32% Stun/Freeze immunity: +31% Stamina each turn: +0.30 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chamevor (0 def, 1 armour) =3 str= Chamevor (0 def, 1 armour) =3 str=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 52% Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +6% darkness / +5% arcane Changes resistances penetration: +5% mind 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. |
heroic hardened leather gloves of dexterity (+4) (0 def, 7 armour) =4 dex 50 life= heroic hardened leather gloves of dexterity (+4) (0 def, 7 armour) =4 dex 50 life=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+9 eff.) Armour: +7 Changes stats: +4 Dex Mental save: +10 (+5 eff.) Maximum life: +50.00 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. |
Earomalahad the rough leather cap (0 def, 1 armour) =7 str= Earomalahad the rough leather cap (0 def, 1 armour) =7 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Str Changes resistances: +5% fire / +6% cold Changes resistances penetration: +5% physical Stamina each turn: +3.00 A cap made of leather. |
Lightningknave (1 def, 0 armour) Lightningknave (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 armor by 39% Damage when hit (Melee): 2 lightning Changes resistances: +16% cold Changes resistances penetration: +5% acid / +10% lightning Changes damage: +6% lightning / +11% cold A pointy cloth hat, very wizardly... |
Voruta the Shimmervagrant (1 def, 0 armour) =2 dex= Voruta the Shimmervagrant (1 def, 0 armour) =2 dex=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +9% lightning / +1% physical Mana each turn: +0.12 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Haroddahor (0 def, 3 armour) =7 str= Haroddahor (0 def, 3 armour) =7 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Wil Changes resistances: +6% light / +7% fire / +12% darkness / +15% cold Infravision radius: +3 A cap made of leather. |
Lisovena the Sparkrigor (0 def, 3 armour) =breath= Lisovena the Sparkrigor (0 def, 3 armour) =breath=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 2 lightning Changes resistances: +12% mind / +6% cold Changes resistances penetration: +5% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Kuroddachak' (5 def, 4 armour) =7str 11dex= dwarven-steel helm 'Kuroddachak' (5 def, 4 armour) =7str 11dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +7 Str / +11 Dex Changes resistances: +9% temporal Reduces incoming crit damage: 5.00% Silence immunity: +20% Healing mod.: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 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 17.5 Physical damage. If the attack hits, the target is confused (28% effect) for 5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Cuthokor' (0 def, 5 armour) voratun helm 'Cuthokor' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Changes resistances: +11% lightning / +13% temporal / +26% mind / +5% arcane Mental save: +20 (+10 eff.) Confusion immunity: +50% Maximum life: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
7 citrine 7 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. |
6 zircon 6 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. |
4 aquamarine 4 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. |
opal 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 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. |
7 amethyst 7 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. |
2 onyx 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+4 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. |
2 emerald 2 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. |
2 quartz 2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
515 alchemist agate 515 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. |
Galykath GalykathCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% arcane Changes damage: +3% blight / +3% temporal Light radius: +6 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +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. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 40.99 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Hathyhek the alchemist's lamp =5% crit, breath= Hathyhek the alchemist's lamp =5% crit, breath=Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +3 Con Changes resistances: +15% blight / +9% temporal / +7% darkness Changes resistances penetration: +10% temporal Changes damage: +3% acid / +9% temporal Physical save: +8 (+5 eff.) Life regen: +6.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +6 Healing mod.: +13% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 24 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Freezeminister the iron pickaxe (dig speed 36 turns) =4 str= Freezeminister the iron pickaxe (dig speed 36 turns) =4 str=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +4 Str Changes resistances: +10% nature / +12% acid Changes damage: +6% nature Maximum stamina: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerovea the Blasttrial (dig speed 38 turns) =2 str 3 dex 4 con= Xerovea the Blasttrial (dig speed 38 turns) =2 str 3 dex 4 con=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Dex / +1 Cun / +4 Con Changes resistances: +11% nature Changes resistances penetration: +5% lightning Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
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 238/400. 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. |
Elewe [power 105] (15 cooldown) Elewe [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% blight Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 It can be used to blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
Frozenhack the iron torque of mindblast [power 110] (15 cooldown) Frozenhack the iron torque of mindblast [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Wil Changes resistances: +3% cold Light radius: +2 Infravision radius: +3 It can be used to blast the opponent's mind dealing 132 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Isayarinor the elm totem of summon tentacle [power 100] (25 cooldown) =5 dex= Isayarinor the elm totem of summon tentacle [power 100] (25 cooldown) =5 dex=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +5 Dex Changes resistances: +3% physical Physical save: +6 (+4 eff.) Maximum stamina: +30.00 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 233 Base Damage: 114 Armor: 3 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Dairukalthontir the yew totem of healing [power 272] (15 cooldown) =20 silence, heal= Dairukalthontir the yew totem of healing [power 272] (15 cooldown) =20 silence, heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% acid Spell save: +18 (+6 eff.) Silence immunity: +20% Confusion immunity: +10% Healing mod.: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Fuliyahir [power 284] (15 cooldown) =cleanse= Fuliyahir [power 284] (15 cooldown) =cleanse=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% temporal Changes damage: +12% temporal It can be used to sting an enemy dealing 315 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding 'Runeran' [power 116] (20 cooldown) elm wand of shielding 'Runeran' [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Cut immunity: +10% Confusion immunity: +20% Hate when firing a critical mind attack: +1.00 It can be used to create a shield absorbing up to 193 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Mtna the Shalore Archmage level 19
80th Haze 122nd year of Ascendancy at 02:11 see stats
By Mtna the Shalore Archmage level 23
18th Regrowth 123rd year of Ascendancy at 01:46 see stats
By Mtna the Shalore Archmage level 10
29th Haze 122nd year of Ascendancy at 02:20 see stats
By Mtna the Shalore Archmage level 20
8th Decay 122nd year of Ascendancy at 23:42 see stats
By Mtna the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 23:01 see stats
By Mtna the Shalore Archmage level 27
32nd Regrowth 123rd year of Ascendancy at 23:42 see stats
By Mtna the Shalore Archmage level 20
7th Regrowth 123rd year of Ascendancy at 16:13 see stats
By Mtna the Shalore Archmage level 13
52nd Haze 122nd year of Ascendancy at 22:20 see stats
By Mtna the Shalore Archmage level 26
27th Regrowth 123rd year of Ascendancy at 12:58 see stats
By Mtna the Shalore Archmage level 16
62nd Haze 122nd year of Ascendancy at 03:55 see stats
Log
You gain 2.43 gold from the transmogrification of balanced iron waraxe (105% power, 2 apr).
You gain 2.78 gold from the transmogrification of balanced steel mace (111% power, 3 apr).
You gain 4.32 gold from the transmogrification of stralite longsword of shearing (144% power, 5 apr).
You gain 4.33 gold from the transmogrification of balanced dwarven-steel longsword of erosion (129% power, 4 apr).
You gain 3.79 gold from the transmogrification of elemental steel longsword of projection (113% power, 3 apr).
You gain 23.33 gold from the transmogrification of Ulfablek the steel longsword (123% power, 3 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel greatsword of massacre (156% power, 2 apr).
You gain 5.70 gold from the transmogrification of plaguebringer's steel greatmaul of projection (132% power, 2 apr).
You gain 25.00 gold from the transmogrification of Spellcrusher (139% power, 4 apr).
You gain 19.47 gold from the transmogrification of Cyrebeth the Chillspawn (132% power, 1 apr).
You gain 2.88 gold from the transmogrification of surging ash starstaff (111% power, 3 apr, darkness element).
You gain 6.78 gold from the transmogrification of magelord's ash starstaff of might (111% power, 3 apr, light element).
You gain 5.04 gold from the transmogrification of cruel ash starstaff of illumination (111% power, 3 apr, light element).
You gain 0.50 gold from the transmogrification of ash vilestaff (111% power, 3 apr, fire element).
You gain 10.00 gold from the transmogrification of Crystal Shard (113% power, 4 apr, physical element).
You gain 15.00 gold from the transmogrification of Daneth's Neckguard.
You gain 0.53 gold from the transmogrification of teleportation rune (range 20; cd 20).
You gain 1.50 gold from the transmogrification of stormshield rune of the titan (threshold 14; blocks 2; dur 4; cd 13).
You gain 1.23 gold from the transmogrification of shielding rune (absorb 130; dur 4; cd 16).
You gain 2.51 gold from the transmogrification of blink rune of the wizard (range 8; phase 30; cd 20).
You gain 1.66 gold from the transmogrification of blink rune (range 5; phase 13; cd 13).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (res 20%; mental; dur 4; cd 12).
You gain 1.15 gold from the transmogrification of healing infusion of the psychic (heal 205; cd 13).
There is a A gate into the Maze 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.
Saving game...
Saving done.
The furious lightning storm around Mtna calms down and disappears.