Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 1676% |
Size | medium |
Lifes / Deaths | Killed by Adulewyn the Blightborn at level 39 on the 5th Mirth 123rd year of Ascendancy at 21:27 / 1 |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 32 (base 18) |
Constitution | 57 (base 34) |
Magic | 161 (base 61) |
Willpower | 78 (base 63) |
Cunning | 84 (base 58) |
Resources
Life | 707/707 |
Mana | 341/341 |
Paradox | 300 |
Healing Factor | 1.3151118176839 |
Regeneration | 0.32877795442097 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.85179503776% |
Spell | +15% |
Global | +126.58634646151% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 28.376599022196 |
See Invisible | 100.95233289856 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 71 |
Accuracy | 40 |
Crit Chance | 72% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 40 |
Crit Chance | 73% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Blight | +30% |
Arcane | +167% |
Mind | +27% |
All | +12% |
Lightning | +16% |
Physical | +26% |
Cold | +16% |
Fire | +16% |
Darkness | +27% |
Offense: Damage Penetration
Temporal | +5% |
Blight | +20% |
Arcane | +78% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 11.1 (31.65183292883%) |
Defense | 38 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 70 |
Mental Save | 54 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 55%( 70%) |
All | + 27%( 70%) |
Lightning | + 45%( 70%) |
Physical | + 38%( 70%) |
Fire | + 44%( 70%) |
Darkness | + 36%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 96% |
Pinning Resistance | 93% |
Poison Resistance | 60% |
Blind Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1794 damage for 7 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 5 turns and blocking 375 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% 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 1181% for 10 turns (6295 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 5 turns and blocking 373 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Spellcraft |
talent | Secrets of the Eternals |
talent | Arcane Power |
talent | Keen Senses |
talent | Arcane Shield |
talent | Pure Aether |
talent | Thunderstorm |
talent | Multicaster |
talent | Disruption Shield |
talent | Feather Wind |
talent | Essence of Speed |
talent | Premonition |
talent | Shielding |
talent | Phantasmal Shield |
beneficial effect | The target is surrounded by a time distortion, absorbing 1289/1289 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
beneficial effect | The mana surge engulfs the target, regenerating 49.60 mana per turn. Surging mana |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 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 Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3594. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within20 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Light source | Chalekalthodar the Icefiend Chalekalthodar the IcefiendPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% cold Changes damage: +21% arcane / +15% blight Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +28 (+5 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Hurandur the elven-silk wizard hat (3 def, 0 armour) Hurandur the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +18 Mag / +3 Con Changes resistances: +3% blight Changes resistances penetration: +5% temporal Changes damage: +13% arcane / +3% blight Spell save: +10 (+3 eff.) Mana each turn: +2.60 Mana when hit: +2.30 Maximum mana: +79.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Dazzleobsidian the dragonbone totem of healing [power 560] (15 cooldown) Dazzleobsidian the dragonbone totem of healing [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +6 Str / +3 Cun / +4 Con Changes damage: +30% arcane Reduces incoming crit damage: 15.00% Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Getedil GetedilPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +2.0% Physical power: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +7 Cun / +7 Mag Changes resistances: +23% acid / +23% fire / +24% lightning / +23% cold Changes damage: +7% all Physical save: +3 (+1 eff.) Spellpower: +24 (+4 eff.) Mindpower: +20 (+6 eff.) Rings make your fingers look great! |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 6.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 856.67 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
In main hand | Voruwen the dragonbone starstaff (30-36 power, 6 apr, arcane element) Voruwen the dragonbone starstaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Damage (Melee): 23 fire Changes stats: +3 Cun / +5 Wil Changes damage: +30% arcane / +15% mind Talent granted: +1 Command Staff Critical mult.: +51.00% Spell save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +31 (+5 eff.) Spell crit. chance: +22% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Eilinivena the drakeskin leather belt Eilinivena the drakeskin leather beltPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 40 * 45% chance to reduce damage dealt by 27% Changes stats: +6 Str / +7 Dex / +14 Mag / +4 Wil / +6 Cun Changes resistances penetration: +20% blight Physical save: +18 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +25 (+8 eff.) Mana each turn: +0.60 Mana when firing critical spell: +2.00 Maximum mana: +49.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% A belt that goes around your waist. |
In off hand | Crystalline Dwarven-steel dagger (22-29 power, 7 apr) Crystalline Dwarven-steel dagger (22-29 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The set is complete. Base power: 22.5 - 29.2 Uses stats: 50% Str, 50% Dex Damage type: Arcane Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes resistances penetration: +20% arcane / +15% physical Changes damage: +10% arcane Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Talent on hit(spell): Manathrust (10% chance level 3). It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. |
Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 3.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 467.00 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | Crystalline Elven-silk robe (3 def, 5 armour) Crystalline Elven-silk robe (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane / +15% all Physical save: +25 (+8 eff.) Spell save: +35 (+9 eff.) Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +50% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A cloth vestment. It offers no intrinsic protection but can be enchanted. Transformed with the power of the Spellblaze. |
Inventory
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Blazepride BlazeprideInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 Changes stats: +7 Con Changes resistances: +15% lightning Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Aether Permeation You have set the ring to grant you Aether Permeation! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gold ring 'Duathelserpent' gold ring 'Duathelserpent'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 8 darkness Changes stats: +2 Cun / +2 Dex Changes resistances: +19% acid / +20% lightning / +21% fire / +15% arcane / +20% cold Changes damage: +15% arcane / +12% darkness / +6% all Reduces incoming crit damage: 15.00% Spellpower: +12 (+2 eff.) Mindpower: +13 (+4 eff.) See invisible: +12 Rings make your fingers look great! |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Sulfurrigor' voratun ring 'Sulfurrigor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 32 light Damage (Ranged): 37 light Changes stats: +8 Mag Changes resistances: +21% nature / +6% mind Changes resistances penetration: +5% nature / +15% mind Changes damage: +18% light Blindness immunity: +46% Stun/Freeze immunity: +50% Life regen: +7.00 Infravision radius: +6 See stealth: +18 See invisible: +13 Rings make your fingers look great! |
voratun ring of warding voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +16% acid / +17% fire / +17% lightning / +17% cold Rings make your fingers look great! |
warrior's voratun ring of clarity warrior's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Mental save: +14 (+5 eff.) Confusion immunity: +38% Rings make your fingers look great! |
Berantir (13-17 power, 6 apr) Berantir (13-17 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +39 fire When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances penetration: +15% blight / +10% fire Physical save: +15 (+5 eff.) Teleport immunity: +20% Maximum mana: +100.00 Spellpower: +15 (+2 eff.) Global speed: +4% Damage Shield penetration: +30% Sharp, short and deadly. |
voratun dagger 'Morningsear' (40-51 power, 9 apr) voratun dagger 'Morningsear' (40-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 40 * Create an explosion dealing 150 fire damage (1/turn) Damage (Melee): +8 light When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Changes stats: +5 Dex / +3 Wil Changes resistances penetration: +22% fire Changes damage: +26% fire Critical mult.: +48.00% Maximum hate: +4.00 Mindpower: +10 (+3 eff.) Combat speed: +10% Sharp, short and deadly. |
Elaldanor the Blindzephyr (30-36 power, 6 apr, arcane element) Elaldanor the Blindzephyr (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +9.0% Physical power: +13 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +17 Mag / +17 Wil / +20 Cun Changes resistances penetration: +10% acid / +16% arcane Changes damage: +39% arcane / +15% light Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +24 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Mirewolf (0 def, 0 armour) Mirewolf (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag / +9 Wil Changes resistances: +9% nature / +13% all Changes resistances penetration: +25% nature Changes damage: +9% fire / +20% arcane / +10% temporal Silence immunity: +29% Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +132.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsepeal the pair of voratun boots (0 def, 13 armour) Eclipsepeal the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 4 acid / 6 darkness Changes stats: +8 Mag / +9 Wil Changes resistances: +9% acid Changes resistances penetration: +10% darkness Changes damage: +9% acid Mana each turn: +0.60 Maximum mana: +46.00 Spell crit. chance: +5% Infravision radius: +2 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wretchnaught (0 def, 5 armour) Wretchnaught (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Wil / +18 Mag Changes resistances: +6% nature / +12% cold Changes resistances penetration: +10% nature Changes damage: +9% acid / +9% cold / +6% nature / +10% blight Disease immunity: +41% Mana each turn: +0.46 Maximum mana: +50.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Polarinn the drakeskin leather gloves (0 def, 3 armour) Polarinn the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage when hit (Melee): 10 blight Changes stats: +5 Mag Changes resistances penetration: +25% blight Changes damage: +19% arcane Critical mult.: +15.00% Spell save: +18 (+5 eff.) Spell crit. chance: +4% Mental crit. chance: +2% 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. |
Poroth the drakeskin leather gloves (0 def, 23 armour) Poroth the drakeskin leather gloves (0 def, 23 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +11% Damage (Melee): 10 arcane Changes stats: +2 Str / +16 Mag / +14 Wil / +4 Cun / +14 Con Changes resistances: +8% arcane / +9% physical Changes damage: +17% arcane Reduces incoming crit damage: 15.00% Spellpower: +14 (+2 eff.) Infravision radius: +2 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. |
Polyleldalaith the Frigidcut (3 def, 0 armour) Polyleldalaith the Frigidcut (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Str / +1 Dex / +7 Mag / +8 Con Changes resistances: +8% fire / +9% cold Changes damage: +10% acid / +6% physical / +11% lightning / +11% fire / +33% arcane / +15% cold Only die when reaching: -40.00 life Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's voratun pickaxe (dig speed 13 turns) dream-smith's voratun pickaxe (dig speed 13 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +10% mind / +12% fire Mental save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
dwarven lantern 'Thunderpain' dwarven lantern 'Thunderpain'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +7 Wil / +1 Mag Changes resistances: +3% lightning Changes resistances penetration: +5% blight / +15% nature / +5% lightning Critical mult.: +29.00% Mental save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Spell crit. chance: +1% Mindpower: +11 (+3 eff.) Mental crit. chance: +10% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 721.52 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 211% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 945.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
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. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By GIGALASER OF HELL the Shalore Archmage level 38
60th Pyre 123rd year of Ascendancy at 00:57 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
80th Haze 123rd year of Ascendancy at 08:28 see stats
By GIGALASER OF HELL the Shalore Archmage level 38
57th Pyre 123rd year of Ascendancy at 20:20 see stats
By GIGALASER OF HELL the Shalore Archmage level 33
38th Pyre 123rd year of Ascendancy at 11:38 see stats
By GIGALASER OF HELL the Shalore Archmage level 43
3rd Flare 123rd year of Ascendancy at 01:43 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
33rd Regrowth 124th year of Ascendancy at 12:02 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
19th Regrowth 124th year of Ascendancy at 12:26 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
62nd Regrowth 124th year of Ascendancy at 03:29 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
54th Haze 123rd year of Ascendancy at 15:27 see stats
By GIGALASER OF HELL the Shalore Archmage level 41
1st Summertide 123rd year of Ascendancy at 09:43 see stats
By GIGALASER OF HELL the Shalore Archmage level 29
8th Decay 122nd year of Ascendancy at 05:05 see stats
By GIGALASER OF HELL the Shalore Archmage level 22
49th Haze 122nd year of Ascendancy at 20:15 see stats
By GIGALASER OF HELL the Shalore Archmage level 40
7th Mirth 123rd year of Ascendancy at 17:20 see stats
By GIGALASER OF HELL the Shalore Archmage level 33
38th Pyre 123rd year of Ascendancy at 15:12 see stats
By GIGALASER OF HELL the Shalore Archmage level 23
56th Haze 122nd year of Ascendancy at 02:34 see stats
By GIGALASER OF HELL the Shalore Archmage level 31
24th Regrowth 123rd year of Ascendancy at 10:41 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
2nd Mirth 124th year of Ascendancy at 23:21 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
1st Mirth 124th year of Ascendancy at 22:55 see stats
By GIGALASER OF HELL the Shalore Archmage level 39
4th Mirth 123rd year of Ascendancy at 17:07 see stats
By GIGALASER OF HELL the Shalore Archmage level 30
16th Regrowth 123rd year of Ascendancy at 11:52 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
33rd Regrowth 124th year of Ascendancy at 13:03 see stats
By GIGALASER OF HELL the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 23:09 see stats
By GIGALASER OF HELL the Shalore Archmage level 20
66th Dusk 122nd year of Ascendancy at 00:32 see stats
By GIGALASER OF HELL the Shalore Archmage level 30
13rd Regrowth 123rd year of Ascendancy at 11:04 see stats
By GIGALASER OF HELL the Shalore Archmage level 40
5th Mirth 123rd year of Ascendancy at 23:47 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
54th Haze 123rd year of Ascendancy at 14:03 see stats
By GIGALASER OF HELL the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:24 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
17th Pyre 124th year of Ascendancy at 12:10 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
16th Pyre 124th year of Ascendancy at 18:02 see stats
By GIGALASER OF HELL the Shalore Archmage level 22
19th Haze 122nd year of Ascendancy at 23:16 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
50th Regrowth 124th year of Ascendancy at 23:24 see stats
By GIGALASER OF HELL the Shalore Archmage level 30
13rd Regrowth 123rd year of Ascendancy at 19:09 see stats
By GIGALASER OF HELL the Shalore Archmage level 20
66th Dusk 122nd year of Ascendancy at 12:44 see stats
By GIGALASER OF HELL the Shalore Archmage level 41
7th Mirth 123rd year of Ascendancy at 19:27 see stats
By GIGALASER OF HELL the Shalore Archmage level 45
26th Dusk 123rd year of Ascendancy at 14:46 see stats
By GIGALASER OF HELL the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 18:12 see stats
By GIGALASER OF HELL the Shalore Archmage level 50
17th Pyre 124th year of Ascendancy at 16:00 see stats
By GIGALASER OF HELL the Shalore Archmage level 45
41st Dusk 123rd year of Ascendancy at 20:00 see stats
By GIGALASER OF HELL the Shalore Archmage level 45
20th Dusk 123rd year of Ascendancy at 15:36 see stats
By GIGALASER OF HELL the Shalore Archmage level 24
57th Haze 122nd year of Ascendancy at 21:36 see stats
By GIGALASER OF HELL the Shalore Archmage level 16
21st Dusk 122nd year of Ascendancy at 19:05 see stats
By GIGALASER OF HELL the Shalore Archmage level 39
5th Mirth 123rd year of Ascendancy at 21:27 see stats
By GIGALASER OF HELL the Shalore Archmage level 37
57th Pyre 123rd year of Ascendancy at 08:26 see stats
Log
GIGALASER OF HELL casts Rune: Manasurge.
GIGALASER OF HELL starts to surge mana.
Talent Elemental Array Burst is ready to use.
Talent Rune: Reflection Shield is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
GIGALASER OF HELL is no longer surging arcane power.
Talent Orb of Thaumaturgy is ready to use.
Talent Aegis is ready to use.
Talent Aether Avatar is ready to use.
Talent Rune: Manasurge is ready to use.
GIGALASER OF HELL stops surging mana.
Talent Precognition is ready to use.
GIGALASER OF HELL casts Precognition.
Talent Vision is ready to use.
GIGALASER OF HELL casts Vision.
GIGALASER OF HELL casts Rune: Manasurge.
GIGALASER OF HELL starts to surge mana.
Talent Temporal Shield is ready to use.
GIGALASER OF HELL casts Temporal Shield.
GIGALASER OF HELL retunes the fabric of spacetime.
Talent Grace of the Eternals is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Talent Rune: Manasurge is ready to use.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
The furious lightning storm around GIGALASER OF HELL calms down and disappears.