Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 29 / 0% |
Size | medium |
Lifes / Deaths | Killed by JMPicard IV at level 26 on the 72nd Dusk 122nd year of Ascendancy at 04:18 / 2Killed by JMPicard IV at level 29 on the 2nd Haze 122nd year of Ascendancy at 09:16 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 17 (base 10) |
Magic | 77 (base 50) |
Willpower | 80 (base 49) |
Cunning | 23 (base 11) |
Resources
Life | -152/323 |
Mana | 795/805 |
Paradox | 249 |
Healing Factor | 1 |
Regeneration | 0.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 52 |
Accuracy | 31 |
Crit Chance | 19% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 31 |
Crit Chance | 21% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73.597955813738 |
Crit Chance | 46% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 45.733333333333 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Light | +21% |
Temporal | -3% |
Blight | +18% |
Arcane | +47% |
All | 0% |
Nature | +6% |
Offense: Damage Penetration
Temporal | +10% |
Blight | +5% |
Arcane | +47% |
Physical | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 24.375 |
Ranged Defense | 24.375 |
Fatigue | 1 |
Physical Save | 36.025 |
Spell Save | 46.983333333333 |
Mental Save | 49.35 |
Defense: Resistances
Lightning | + 24%( 75%) |
Light | + 17%( 70%) |
Darkness | + 17%( 70%) |
Arcane | + 70%( 70%) |
All | 0%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Disarm Resistance | 37% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 775% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. The effect will scale with your magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
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 |
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
talent | Arcane Power |
talent | Quicken Spells |
talent | Shielding |
talent | Pure Aether |
beneficial effect | Improves/gives invisibility (power 21). Invisibility |
beneficial effect | The target's spellpower has been increased by 36. Spellsurge |
beneficial effect | Fires an arcane explosion each turn doing 193.59 arcane damage in radius 1. Aether Breach |
beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye |
beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +104% arcane resistance. Arcane Storm |
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 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. | 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 regenade 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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by Islaridhevea the great wolf. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 78. | 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 closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed wretchling eyeball. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | Aryyann (0 def, 3 armour) Aryyann (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes resistances penetration: +10% arcane / +5% blight Changes damage: +3% arcane Maximum encumbrance: +31 Physical save: +11 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 A pair of boots made of leather. |
Light source | Splendourgore the alchemist's lamp Splendourgore the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 arcane / 6 light Damage when the wearer is hit: 8 light Changes damage: +6% arcane Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | voratun helm 'Gobreth' (0 def, 5 armour) voratun helm 'Gobreth' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Mag / +6 Wil Damage when the wearer is hit: 9 physical Changes resistances: +17% darkness / +17% light Changes damage: +9% blight Mental save: +11 Mana each turn: +0.08 Maximum mana: +60.00 Light radius: +2 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 146.03 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 7/16) : Effective talent level: 3.9 Power cost: 16 out of 7/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 82.83 to 248.48 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
Tool | Glorulelle (dig speed 15 turns) Glorulelle (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 Changes stats: +2 Str Damage when the wearer is hit: 16 arcane Changes damage: +6% arcane / +3% temporal Critical mult.: +21.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Carrionrupture' steel ring 'Carrionrupture'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +10 Physical power: +5 Defense: +9 Changes stats: +2 Mag Changes damage: +6% nature / +9% blight Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +25.00 Maximum mana: +20.00 Spellpower: +7 Mindpower: +7 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Samulen the steel ring Samulen the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 Changes stats: +6 Str / +4 Con Changes resistances penetration: +10% temporal Critical mult.: +5.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Damage Shield penetration: +10% Rings can have magical properties. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 245 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
In main hand | Sparkvenom the yew starstaff (26-31.2 power, 4 apr, arcane damage) Sparkvenom the yew starstaff (26-31.2 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 26.0 - 31.2 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Physical power: +8 Changes stats: +3 Wil / +3 Mag Damage when the wearer hits(melee): 6 lightning / 14 silence Changes resistances: +9% lightning Changes damage: +26% arcane / +9% lightning / -6% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +8 Spell save: +8 Mental save: +8 Maximum mana: +32.00 Spellpower: +19 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Ereloduldir EreloduldirPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Changes stats: +1 Mag Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 It can be used to create a temporary shield that absorbs 182 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
In off hand | dwarven-steel dagger 'Eariragorn' (17-22.1 power, 7 apr) dwarven-steel dagger 'Eariragorn' (17-22.1 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +11 Physical power: +4 Defense: +11 Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +13% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Spellpower: +8 Sharp, short and deadly. |
Cloak | murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Defense: +2 Changes stats: +4 Dex / +4 Mag / +3 Wil / +3 Cun Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Starpulverizer the elven-silk robe (5 def, 0 armour) Starpulverizer the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +7 Mag / +12 Wil / +8 Cun Damage when the wearer is hit: 4 light Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +21% light Physical save: +18 Spell save: +18 Mental save: +33 Mana each turn: +0.70 Psi each turn: +0.40 Maximum mana: +87.00 Spellpower: +21 Spell crit. chance: +13% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the duelist (+8 for 9 turns, die at -235) heroism infusion of the duelist (+8 for 9 turns, die at -235)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. Also while Heroism is active, you will only die when reaching -235 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (667% speed; 7 turns) movement infusion (667% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 667% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (811% speed; 7 turns) movement infusion (811% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 811% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (859% speed; 6 turns) movement infusion of the titan (859% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
frozen spear rune of the titan (107 cold damage) frozen spear rune of the titan (107 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 107.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
frozen spear rune of the warrior (174 cold damage) frozen spear rune of the warrior (174 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 174.80 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (273 fire damage) heat beam rune of the wizard (273 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 273.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (192 lightning damage) lightning rune (192 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 64.26 to 192.78 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1213% regen over 10 turns; 60 instant mana) manasurge rune of the wizard (1213% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1213% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ulodoyon UlodoyonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 acid Changes resistances: +9% mind / +6% acid Changes damage: +6% mind Talent mastery: +0.22 Spell / Aegis Amulets can have magical properties. |
Ulfefang UlfefangInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Wil Changes resistances: +6% acid Mental save: +10 Light radius: +3 Rings can have magical properties. |
gold ring 'Lavapython' gold ring 'Lavapython'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% blight Changes resistances penetration: +10% fire Spell save: +16 Blindness immunity: +5% Silence immunity: +20% Stun/Freeze immunity: +15% Maximum stamina: +28.00 Rings can have magical properties. |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +6 Cun / +6 Dex Rings can have magical properties. |
solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +11 Changes stats: +7 Cun / +6 Wil Mindpower: +10 Movement speed: +24% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
steel ring of arcana(+0.11/turn) steel ring of arcana(+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +26% Mana each turn: +0.11 Rings can have magical properties. |
Nerulranne the steel dagger (10.5-13.65 power, 6 apr) Nerulranne the steel dagger (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Defense: +8 Changes stats: +2 Con Grants telepathy: Humanoid/Orc Light radius: +3 Sharp, short and deadly. |
Xyssra the Dazzlepain (18-23.4 power, 7 apr) Xyssra the Dazzlepain (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +9 mind Damage conversion: 27% mind When wielded/worn: Defense: +4 Changes stats: +3 Wil Changes damage: +6% light Mental save: +6 Disease immunity: +5% Stun/Freeze immunity: +20% Teleport immunity: +5% Sharp, short and deadly. |
quick steel dagger of the mystic (9-11.7 power, 6 apr) quick steel dagger of the mystic (9-11.7 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +5 Changes stats: +2 Dex / +3 Mag / +2 Wil Spellpower: +7 Sharp, short and deadly. |
harmonious thorny mindstar of storms (9-9.9 power, 24 apr, mind damage) harmonious thorny mindstar of storms (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Damage when the wearer is hit: 9 lightning Changes resistances: +9% lightning / +4% nature Changes resistances penetration: +6% lightning / +4% nature Changes damage: +6% lightning / +3% nature Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +0.70 Mindpower: +3 Mental crit. chance: +3% It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. 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. |
This item will automatically be transmogrified when you leave the level. IslodaIsloda Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +3 Con / +3 Wil Changes damage: +3% arcane Talent mastery: +0.20 Wild-gift / Fungus Critical mult.: +5.00% Equilibrium when hit: +0.04 Hate per kill: +1.00 It can be used to regenerate 138 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. |
Dourguile (20-24 power, 4 apr, arcane damage) Dourguile (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 8 darkness Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 Spell crit. chance: +4% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Disease immunity: +0% Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
murderer's cashmere cloak of Iron Throne (2 def, 0 armour) murderer's cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Defense: +2 Changes stats: +2 Str / +3 Dex / +2 Cun / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Blastguile' (0 def, 0 armour)woollen robe 'Blastguile' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer is hit: 8 lightning Changes resistances: +5% arcane / +3% darkness Mental save: +19 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Getygund' (0 def, 3 armour) pair of iron boots 'Getygund' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +9% nature / +3% acid Changes damage: +6% acid Physical save: +12 Mental save: +11 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Hareruihell' (3 def, 3 armour) pair of iron boots 'Hareruihell' (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes stats: +1 Wil / +1 Con Allows you to breathe in: water Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 101.93 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
restful dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) restful dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour: +2 Changes stats: +2 Cun Changes resistances: +8% darkness Life regen: +1.30 Stamina each turn: +0.80 Maximum stamina: +15.00 Infravision radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Isovea (0 def, 3 armour) Isovea (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% fire / +6% nature / +16% light / +12% darkness / +3% temporal Changes resistances penetration: +10% temporal Blindness immunity: +5% Confusion immunity: +20% A cap made of leather. |
hardened leather cap 'Beleba' (0 def, 3 armour) hardened leather cap 'Beleba' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +16 Armour: +3 Fatigue: +3% Changes stats: +16 Str / +10 Wil Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 mind Changes resistances: +18% physical Physical save: +18 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +15 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Duvuntir' (6 def, 4 armour)cured leather armour 'Duvuntir' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +4 Fatigue: +7% Changes stats: +3 Dex / +2 Mag Changes resistances: +6% lightning / +6% temporal Movement speed: +10% A suit of armour made of leather. |
221 alchemist agate 221 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. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 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 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Strikeradiance the iron pickaxe (dig speed 29 turns) Strikeradiance the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 Changes stats: +1 Str / +1 Dex Changes resistances: +6% darkness Changes resistances penetration: +15% lightning Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
3 emerald 3 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 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +2 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. |
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. |
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% Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Betussra the Muckwind [power 2] (20 cooldown) Betussra the Muckwind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 nature Maximum wards: +3 physical / +3 mind / +3 darkness Changes damage: +15% mind Talent granted: +1 Ward Equilibrium when hit: +0.08 Mindpower: +2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Emotta [power 2] (20 cooldown) Emotta [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +5% arcane Maximum wards: +2 nature / +4 light / +3 acid Talent granted: +1 Ward It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 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% Gems can be sold for money or used in arcane rituals. |
Hathegund [power 159] (9 cooldown) Hathegund [power 159] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 arcane Maximum wards: +3 fire / +4 cold / +4 lightning / +2 blight / +3 temporal Changes damage: +9% temporal Talent granted: +2 Ward It can be used to fire a beam of lightning (dam 53-159), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By JMPicard IV the Shalore Archmage level 24
65th Dusk 122nd year of Ascendancy at 22:09 see stats
By JMPicard IV the Shalore Archmage level 21
61st Dusk 122nd year of Ascendancy at 22:28 see stats
By JMPicard IV the Shalore Archmage level 9
6th Mirth 122nd year of Ascendancy at 01:16 see stats
By JMPicard IV the Shalore Archmage level 27
72nd Dusk 122nd year of Ascendancy at 11:59 see stats
By JMPicard IV the Shalore Archmage level 27
1st Time of Equilibrium 122nd year of Ascendancy at 14:52 see stats
By JMPicard IV the Shalore Archmage level 24
65th Dusk 122nd year of Ascendancy at 17:35 see stats
By JMPicard IV the Shalore Archmage level 10
10th Mirth 122nd year of Ascendancy at 13:09 see stats
By JMPicard IV the Shalore Archmage level 20
36th Dusk 122nd year of Ascendancy at 04:32 see stats
By JMPicard IV the Shalore Archmage level 23
65th Dusk 122nd year of Ascendancy at 09:30 see stats
By JMPicard IV the Shalore Archmage level 11
8th Flare 122nd year of Ascendancy at 05:41 see stats
By JMPicard IV the Shalore Archmage level 24
65th Dusk 122nd year of Ascendancy at 22:09 see stats
By JMPicard IV the Shalore Archmage level 19
35th Dusk 122nd year of Ascendancy at 20:33 see stats
By JMPicard IV the Shalore Archmage level 26
72nd Dusk 122nd year of Ascendancy at 04:18 see stats
Log
JMPicard IV converts damage to mana!
JMPicard IV hits JMPicard IV for (162 converted), 0 physical (0 total damage).
Talent Aether Breach is ready to use.
Talent Aether Beam is ready to use.
Talent Rune: Reflection Shield is ready to use.
JMPicard IV slows down.
JMPicard IV casts Aether Beam.
JMPicard IV's spell attains critical power!
Venom drake hatchling resists!
JMPicard IV's aether beam hits Venom drake hatchling for 405 arcane damage.
JMPicard IV's aether beam hits Venom drake hatchling for 405 arcane damage.
Xeruwyn the cutpurse uses Evasion.
Xeruwyn the cutpurse tries to evade attacks.
JMPicard IV's aether beam killed Venom drake hatchling!
Xeruwyn the cutpurse resists!
JMPicard IV's aether beam hits Xeruwyn the cutpurse for 305 arcane damage.
Xeruwyn the cutpurse resists!
JMPicard IV's aether beam hits Xeruwyn the cutpurse for 305 arcane damage.
Welcome to level 29 [JMPicard IV].
JMPicard IV has 2 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
JMPicard IV's aether beam hits Xeruwyn the cutpurse for 305 arcane damage.
JMPicard IV's aether beam killed Xeruwyn the cutpurse!
Talent Manathrust is ready to use.
Talent Vision is ready to use.
JMPicard IV deactivates Disruption Shield.
JMPicard IV's disruption shield collapses and then explodes in a powerful manastorm!
JMPicard IV vanishes from sight.
JMPicard IV deactivates Secrets of the Eternals.
Saving game...