











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 50 / 822% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 1st Regrowth 123rd year of Ascendancy at 12:47 / 1 |
Primary Stats
| Strength | 23 (base 11) |
| Dexterity | 20 (base 11) |
| Constitution | 37 (base 37) |
| Magic | 155 (base 60) |
| Willpower | 113 (base 60) |
| Cunning | 74 (base 60) |
Resources
| Life | 582/626 |
| Mana | 619/619 |
| Positive | 161/177 |
| Healing Factor | 1.4841015905905 |
| Regeneration | 0.37102539764762 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +134.51659701343% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 6 |
| See Stealth | 98.215716448864 |
| See Invisible | 140.37363756175 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 14 |
| Crit Chance | 34% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 82% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +63% |
| Arcane | +51% |
| Cold | +90% |
| All | 0% |
| Darkness | +50% |
| Light | +29% |
| Physical | +74% |
| Mind | +3% |
| Lightning | +110% |
| Fire | +212% |
| Nature | +24% |
Offense: Damage Penetration
| Darkness | +15% |
| All | 0% |
| Physical | +14% |
| Fire | +66% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 11 |
| Physical Save | 41 |
| Spell Save | 71 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 37%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 26% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 85% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 1706 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 366 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: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1831% for 10 turns (505 total) and instantly restoring 91 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 1/5 |
| 1/5 |
| 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 |
| 4/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Energy Alteration |
| talent | Secrets of the Eternals |
| talent | Keen Senses |
| talent | Chant of Resistance |
| talent | Burning Wake |
| talent | Disruption Shield |
| talent | Spellcraft |
| talent | Wildfire |
| talent | Shielding |
| talent | Essence of Speed |
| detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 2303. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. 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 stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 lumberjacks have died. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 278 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Light source | Gloomblow the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 2 nature Changes stats: +8 Mag Changes resistances: +9% darkness Changes damage: +6% darkness Physical save: +13 (+4 eff.) Blindness immunity: +45% Confusion immunity: +26% Spellpower: +17 (+3 eff.) Light radius: +13 See stealth: +15 See invisible: +22 Healing mod.: +28% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
| Tool | Mucusfist [power 512] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% nature / +6% arcane Changes damage: +21% nature / +24% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 215 lightning damage and will be dazed for 1 turn (1075 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Phoenixpain the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% fire Changes damage: +25% fire Rings make your fingers look great! |
| On fingers | Bereharadin the BlazebanePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +9% acid / +15% fire Changes resistances penetration: +15% fire Changes damage: +15% lightning / +15% fire / +18% acid Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
| Around waist | spiritwalker's drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Wil / +15 Mag Mana each turn: +0.42 Maximum mana: +21.00 Spell crit. chance: +5% A belt that goes around your waist. |
| In main hand | Nerovea the Cystmortal (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+6 eff.) Effects on melee hit: * 10% chance to slow global speed by 65% Changes stats: +1 Wil Changes resistances: +12% nature / +1% physical Changes resistances penetration: +15% nature Changes damage: +30% lightning / +30% arcane / +30% fire / +3% nature / +30% cold Talent granted: +1 Command Staff Disarm immunity: +20% Mana each turn: +0.37 Vim when firing critical spell: +5.00 Maximum mana: +100.00 Maximum vim: +40.00 Spellpower: +36 (+7 eff.) Spell crit. chance: +14% Mindpower: +10 (+3 eff.) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 251.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Crystalline Elm starstaff. |
| On hands | alchemist's drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 acid / 9 lightning / 4 cold / 9 arcane / 6 fire Changes stats: +10 Mag / +9 Wil Changes resistances: +7% arcane Changes damage: +6% arcane Spellpower: +8 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | elven-silk robe 'Manilerim' (15 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+6 eff.) Changes stats: +8 Str / +2 Dex / +8 Mag / +8 Wil Changes resistances: +15% lightning / +25% physical / +20% fire / +30% cold / +20% acid / +15% all Changes resistances penetration: +15% darkness / +14% physical Changes damage: +30% lightning / +74% physical / +29% darkness / +24% fire / +40% cold / +3% mind / +20% acid Talent cooldown: Refit Golem (-6 turns) Critical mult.: +25.00% Physical save: +30 (+10 eff.) Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Firewalker. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 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: 4.9 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 299.87 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. |
| Around neck | Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
movement infusion of the wizard (speed 995%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 995% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; light, physical, darkness, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 light, 3 physical, 5 darkness, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 10; phase 31; cd 14)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: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 323; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 323 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 436; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 5 turns and blocking 436 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 1094; dur 7; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1094 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 37 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Skyvice the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Wil Changes resistances penetration: +20% lightning Changes damage: +6% mind Talent mastery: +0.21 Spell / Fire Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Amulets make your neck look great! |
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. |
ShiverpowerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +5 Wil Changes resistances: +9% acid Changes resistances penetration: +25% mind Changes damage: +15% cold Life regen: +15.00 Maximum life: +88.00 Maximum hate: +6.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Healing mod.: +18% Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 40.19 cold and 36.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 18 light Changes stats: +11 Mag / +6 Wil Changes damage: +14% light Spellpower: +9 (+1 eff.) Rings make your fingers look great! |
conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+7 eff.) Defense: +7 (+3 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +9 (+1 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 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 32% for 5 turns. Rings make your fingers look great! |
conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+9 eff.) Defense: +14 (+6 eff.) Changes stats: +6 Mag / +8 Wil Spellpower: +13 (+2 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 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 37% for 5 turns. Rings make your fingers look great! |
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: +10 (+7 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +11 (+3 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 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 32% for 5 turns. Rings make your fingers look great! |
stralite ring 'Shadowtrencher'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes resistances: +36% light / +12% darkness Changes resistances penetration: +15% mind Changes damage: +18% light / +12% mind Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
titan's steel ring of light (+26%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +26% light Changes damage: +13% light Physical save: +4 (+1 eff.) Rings make your fingers look great! |
treant's stralite ring of lightning (+9%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% blight / +8% nature / +28% lightning Changes damage: +14% lightning Poison immunity: +15% Disease immunity: +18% Rings make your fingers look great! |
voratun ring 'Duathelstoker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +9% fire / +5% arcane / +18% darkness Mental save: +18 (+6 eff.) Confusion immunity: +20% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +12.00 Maximum life: +81.00 Healing mod.: +15% Rings make your fingers look great! |
Flareprophet (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +21% acid / +3% physical / +15% mind Changes resistances penetration: +15% blight Changes damage: +12% fire / +30% temporal Talent granted: +1 Command Staff Life regen: +4.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Glitterthorn (42-50 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil / +7 Cun / +9 Con Changes resistances penetration: +18% light Changes damage: +42% lightning / +9% cold / +15% light Talent granted: +1 Command Staff Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Infravision radius: +3 See invisible: +21 Staves designed for wielders of magic, by the greats of the art. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 949, based on Magic) for 12 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Mag / +6 Wil Spell crit. chance: +6% A belt that goes around your waist. |
Chargetrial the elven-silk cloak (17 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +17 (+7 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +9% lightning Changes resistances penetration: +15% arcane / +5% lightning Changes damage: +14% arcane / +6% lightning Critical mult.: +28.00% Physical save: +26 (+9 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +10% Confusion immunity: +21% Life regen: +2.00 Maximum life: +103.00 Maximum mana: +100.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
eldritch pair of drakeskin leather boots of evasion (9 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+4 eff.) Changes stats: +3 Mag / +3 Wil Mana each turn: +0.38 Maximum mana: +35.00 Spell crit. chance: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Cuthaldir 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.) Changes stats: +8 Mag / +5 Wil Changes damage: +14% acid / +14% lightning / +10% cold / +25% arcane / +10% fire Only die when reaching: -60.00 life Maximum mana: +81.00 Maximum stamina: +30.00 Spellpower: +5 (+1 eff.) Light radius: +2 See invisible: +18 A pointy cloth hat, very wizardly... |
Magmawisp (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 37 Changes resistances: +30% lightning / +21% fire / +9% cold Changes resistances penetration: +15% blight / +25% cold / +15% fire Changes damage: +20% lightning / +9% cold / +21% fire / +15% blight A pointy cloth hat, very wizardly... |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
crystalomancer's voratun pickaxe (dig speed 21 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Mag Maximum mana: +60.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 7.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 108.00 cold damage and 98.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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)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)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)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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)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 1016.80 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 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. |
extending stralite torque of psionic shield [power 127] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 127 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Galylatharim' [power 405] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% light Physical save: +9 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Confusion immunity: +20% It can be used to blast the opponent's mind dealing 417 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Cinderwhisper' [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +25 (+10 eff.) Changes stats: +8 Mag Changes resistances: +12% darkness / +24% fire Changes resistances penetration: +20% fire Mental save: +15 (+5 eff.) Blindness immunity: +24% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +8 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing 'Halodir' [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +15 (+7 eff.) Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +3 Dex Changes damage: +9% acid Physical save: +18 (+6 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life 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. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 169 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
cleansing dragonbone wand of shielding [power 530] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 1033 damage on yourself and all friendly characters within 10 spaces for 6 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of shielding [power 392] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 764 damage on yourself and all friendly characters within 10 spaces for 6 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance [power 15] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 fire / +5 cold / +4 light / +4 nature Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 15, power 107 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Smith the Shalore Archmage level 31
41st Regrowth 123rd year of Ascendancy at 15:53 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Smith the Shalore Archmage level 26
18th Regrowth 123rd year of Ascendancy at 00:14 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Smith the Shalore Archmage level 31
40th Regrowth 123rd year of Ascendancy at 00:09 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Smith the Shalore Archmage level 35
75th Regrowth 123rd year of Ascendancy at 04:40 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Smith the Shalore Archmage level 41
6th Mirth 123rd year of Ascendancy at 04:22 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Smith the Shalore Archmage level 34
72nd Regrowth 123rd year of Ascendancy at 01:40 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Smith the Shalore Archmage level 32
44th Regrowth 123rd year of Ascendancy at 23:41 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Smith the Shalore Archmage level 18
12nd Haze 122nd year of Ascendancy at 16:26 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Smith the Shalore Archmage level 41
34th Dusk 123rd year of Ascendancy at 08:25 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Smith the Shalore Archmage level 33
69th Regrowth 123rd year of Ascendancy at 01:27 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Smith the Shalore Archmage level 32
46th Regrowth 123rd year of Ascendancy at 02:09 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Smith the Shalore Archmage level 40
5th Mirth 123rd year of Ascendancy at 13:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Smith the Shalore Archmage level 20
41st Haze 122nd year of Ascendancy at 13:16 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smith the Shalore Archmage level 24
5th Decay 122nd year of Ascendancy at 21:46 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Smith the Shalore Archmage level 50
61st Haze 123rd year of Ascendancy at 23:50 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Smith the Shalore Archmage level 50
62nd Haze 123rd year of Ascendancy at 03:20 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Smith the Shalore Archmage level 32
45th Regrowth 123rd year of Ascendancy at 08:56 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smith the Shalore Archmage level 26
18th Regrowth 123rd year of Ascendancy at 01:04 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Smith the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 06:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Smith the Shalore Archmage level 20
41st Haze 122nd year of Ascendancy at 11:38 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Smith the Shalore Archmage level 30
37th Regrowth 123rd year of Ascendancy at 11:18 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Smith the Shalore Archmage level 40
1st Mirth 123rd year of Ascendancy at 19:40 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Smith the Shalore Archmage level 50
71st Dusk 123rd year of Ascendancy at 11:35 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Smith the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:41 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Smith the Shalore Archmage level 50
36th Haze 123rd year of Ascendancy at 07:17 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Smith the Shalore Archmage level 44
50th Dusk 123rd year of Ascendancy at 15:35 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Smith the Shalore Archmage level 18
25th Dusk 122nd year of Ascendancy at 14:19 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Smith the Shalore Archmage level 28
22nd Regrowth 123rd year of Ascendancy at 05:29 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Smith the Shalore Archmage level 38
59th Pyre 123rd year of Ascendancy at 22:22 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Smith the Shalore Archmage level 23
78th Haze 122nd year of Ascendancy at 04:55 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Smith the Shalore Archmage level 33
69th Regrowth 123rd year of Ascendancy at 03:30 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Smith the Shalore Archmage level 10
10th Mirth 122nd year of Ascendancy at 20:15 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Smith the Shalore Archmage level 26
18th Regrowth 123rd year of Ascendancy at 00:14 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Smith the Shalore Archmage level 21
63rd Haze 122nd year of Ascendancy at 20:23 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Smith the Shalore Archmage level 50
35th Haze 123rd year of Ascendancy at 14:17 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Smith the Shalore Archmage level 36
44th Pyre 123rd year of Ascendancy at 15:54 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Smith the Shalore Archmage level 21
62nd Haze 122nd year of Ascendancy at 21:15 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Smith the Shalore Archmage level 22
76th Haze 122nd year of Ascendancy at 19:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Smith the Shalore Archmage level 16
3rd Dusk 122nd year of Ascendancy at 15:27 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Smith the Shalore Archmage level 24
1st Regrowth 123rd year of Ascendancy at 12:47 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Smith the Shalore Archmage level 30
39th Regrowth 123rd year of Ascendancy at 13:00 see stats
Log
You gain 14.29 gold from the transmogrification of resilient elven-silk cloak of the voidstalker (3 def, 0 armour).
You gain 0.20 gold from the transmogrification of drakeskin leather belt.
You gain 7.07 gold from the transmogrification of truestriking voratun waraxe of torment (40-56 power, 6 apr).
You gain 12.47 gold from the transmogrification of truestriking voratun waraxe of enduring (40-56 power, 6 apr).
You gain 12.71 gold from the transmogrification of infernal dragonbone starstaff of breaching (30-36 power, 6 apr, physical element).
You gain 15.31 gold from the transmogrification of greater dragonbone starstaff of channeling (30-36 power, 6 apr, light element).
You gain 9.33 gold from the transmogrification of earthen dragonbone starstaff of channeling (30-36 power, 6 apr, light element).
You gain 8.92 gold from the transmogrification of dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element).
You gain 16.40 gold from the transmogrification of stormbringer's voratun mace of ruin (45-63 power, 6 apr).
You gain 5.85 gold from the transmogrification of elemental voratun mace of massacre (54-75 power, 6 apr).
You gain 10.44 gold from the transmogrification of penetrating dragonbone longbow of piercing.
You gain 15.00 gold from the transmogrification of Storm Fury.
You gain 13.43 gold from the transmogrification of warbringer's voratun greatsword of crippling (61-98 power, 4 apr).
You gain 10.30 gold from the transmogrification of plaguebringer's voratun greatsword of corruption (62-99 power, 4 apr).
You gain 8.33 gold from the transmogrification of truestriking voratun greatmaul of erosion (62-93 power, 4 apr).
You gain 4.45 gold from the transmogrification of voratun dagger of crippling (39-50 power, 9 apr).
You gain 7.42 gold from the transmogrification of truestriking voratun dagger of erosion (38-49 power, 9 apr).
You gain 7.24 gold from the transmogrification of truestriking voratun dagger of erosion (39-51 power, 9 apr).
You gain 10.56 gold from the transmogrification of warbringer's voratun battleaxe (58-87 power, 4 apr).
You gain 6.46 gold from the transmogrification of elemental voratun battleaxe (59-88 power, 4 apr).
You gain 8.20 gold from the transmogrification of sneakthief's voratun ring of power.
You gain 11.16 gold from the transmogrification of pixie's voratun ring of misery.
You gain 0.63 gold from the transmogrification of teleportation rune (range 88; cd 18).
You gain 2.37 gold from the transmogrification of shielding rune (absorb 893; dur 10; cd 14).
You gain 2.04 gold from the transmogrification of shielding rune (absorb 676; dur 10; cd 17).
You gain 0.82 gold from the transmogrification of shatter afflictions rune (absorb 208; cd 13).
You gain 0.75 gold from the transmogrification of shatter afflictions rune (absorb 167; cd 17).
You gain 2.26 gold from the transmogrification of blink rune (range 6; phase 25; cd 12).
You gain 6.69 gold from the transmogrification of heroism infusion (die at -469; dur 9; cd 29).
You gain 0.78 gold from the transmogrification of healing infusion (heal 94; cd 10).







































































































