Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 37 / 29% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 10) |
Magic | 138 (base 60) |
Willpower | 86 (base 60) |
Cunning | 45 (base 33) |
Resources
Life | 643/643 |
Mana | 537/537 |
Healing Factor | 1.0545771506545 |
Regeneration | 7.6456843422451 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 23.912158149466 |
See Invisible | 55.576167297678 |
Offense: Mainhand
Damage | 53 |
Accuracy | 15 |
Crit Chance | 26% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 69% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +46% |
Cold | +25% |
All | 0% |
Lightning | +25% |
Light | +8% |
Temporal | +6% |
Darkness | +5% |
Fire | +98% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +25% |
Cold | +40% |
Temporal | +15% |
Blight | +20% |
Arcane | +25% |
Fire | +91% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 13 |
Ranged Defense | 28 |
Fatigue | 4 |
Physical Save | 32 |
Spell Save | 54 |
Mental Save | 42 |
Defense: Resistances
Physical | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 15%( 70%) |
Temporal | + 17%( 70%) |
Fire | + 43%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 62% |
Confusion Resistance | 31% |
Instadeath Resistance | 100% |
Stun Resistance | 54% |
Poison Resistance | 20% |
Silence Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse 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. |
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 4 turns and blocking 275 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: 13 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 1710% for 10 turns (86 total) and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 1193 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Thunderstorm |
talent | Burning Wake |
talent | Phantasmal Shield |
talent | Feather Wind |
talent | Spellcraft |
talent | Shielding |
talent | Wildfire |
talent | Disruption Shield |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Alchemists | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | undeterred pair of hardened leather boots of force (0 def, 3 armour) undeterred pair of hardened leather boots of force (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) Mindpower +2 (+1 eff.) defense ------ Armor +3 Silence Resist +26% Confus Resist +31% Stun Resist +23% A pair of boots made of leather. |
Light source | Isleyara Isleyara1.0 Encumbrance T3 lite [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +2% Damage +8% light +5% darkness Ignore resists +15% blight When Hit 15 fire defense ------ Resistance +7% fire +5% darkness +7% light Affinity +5% light +5% darkness other ------- Mana-on-crit +1.00 Light +6 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 5.5 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 265.37 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Defense +11 (+9 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 3.5 Power cost 30 out of 50/50. Range 5 Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 221.17 fire and 111.89 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | Bethoriwe the dwarven-steel pickaxe (dig speed 25 turns) Bethoriwe the dwarven-steel pickaxe (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Spell Crit +3% Spellpower +25 (+5 eff.) Ignore Shields +30% Ignore Armor +8 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.5 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | The Black Ring The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
On fingers | Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | hardened leather belt 'Quenchbrawn' hardened leather belt 'Quenchbrawn'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Ignore resists +15% cold defense ------ Resistance +12% mind Crit Resistance 10.00% Physical save +9 (+5 eff.) Life +100.00 Poison Resist +20% A belt that goes around your waist. |
In main hand | Emirebeth the Stokehunt (30-36 power, 6 apr, fire element) Emirebeth the Stokehunt (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +4 Wil offense ------ Spell Crit +5% Spellpower +27 (+5 eff.) Spellpower/crit +12 Damage +30% fire Ignore resists +5% blight +15% fire other ------- Max mana +100.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff On Spell Hit: 10% Lightning level 6 Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic drakeskin leather gloves of spellstriking (0 def, 7 armour) heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) On-Hit 8 arcane Damage +6% arcane defense ------ Armor +7 Resistance +5% arcane Mind save +8 (+2 eff.) Life +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour) spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Critical power +13.00% Accuracy +10 (+5 eff.) Ignore Armor +7 defense ------ Defense +2 (+2 eff.) Spell save +5 (+2 eff.) Stealth +11 other ------- Max mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Rottrencher' gold amulet 'Rottrencher'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Damage +3% nature +6% temporal Ignore resists +15% temporal defense ------ Resistance +9% temporal Physical save +26 (+11 eff.) Spell save +13 (+4 eff.) Mind save +13 (+4 eff.) Life +91.00 Life Regen +7.00 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, arcane, mind, lightning) Prismatic Rune (6 turns; acid, physical, arcane, mind, lightning)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 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: 5 acid, 3 physical, 5 arcane, 5 mind, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 14 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1116% over 10 turns; mana 56; cd 15) manasurge rune (regen 1116% over 10 turns; mana 56; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 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 1116% for 10 turns (56 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 psychic (absorb 249; cd 14) shatter afflictions rune of the psychic (absorb 249; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 249 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 psychic (absorb 247; cd 21) shatter afflictions rune of the psychic (absorb 247; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 247 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 275; cd 12) shatter afflictions rune of the wizard (absorb 275; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 275 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. 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 psychic (absorb 692; dur 5; cd 18) shielding rune of the psychic (absorb 692; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 692 damage for 5 turns. Its effects scale with your Willpower stat. 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 psychic (absorb 970; dur 7; cd 14) shielding rune of the psychic (absorb 970; dur 7; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 970 damage for 7 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Mirror Shards Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 742 strength, based on Magic) for 6 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zegar the copper amulet Zegar the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +2.0% Damage +3% acid defense ------ Resistance +12% mind Unlife -20.00 life Confus Resist +24% Amulets make your neck look great! |
Bregobar the Blazekin Bregobar the Blazekin0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +10.00% Physical Power +6 (+4 eff.) Spellpower +6 (+1 eff.) Mindpower +11 (+4 eff.) Rings make your fingers look great! |
Camithad the steel ring Camithad the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature While equipped: Stats +3 Mag offense ------ Damage +10% lightning +9% arcane Accuracy +10 (+5 eff.) defense ------ Resistance +11% blight +12% nature +20% lightning Poison Resist +25% Disease Resist +28% Rings make your fingers look great! |
Gyrin Gyrin0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +2 Mag offense ------ Physical Crit +1.0% Physical Power +5 (+3 eff.) Spellpower +6 (+1 eff.) Damage +6% mind defense ------ Armor +10 Resistance +5% arcane Rings make your fingers look great! |
conjurer's copper ring of misery conjurer's copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +2 Cun offense ------ Spellpower +7 (+1 eff.) On-Hit 7 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 29 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
copper ring 'Undeathbone' copper ring 'Undeathbone'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 2 nature defense ------ Spell save +12 (+4 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +31% Knockbk Resist +22% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
treant's copper ring of perseverance treant's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature +6% blight Life Regen +2.00 Poison Resist +12% Disease Resist +12% Stun Resist +24% Rings make your fingers look great! |
Lightransom the ash starstaff (15-18 power, 3 apr, fire element) Lightransom the ash starstaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +6 (+1 eff.) Damage +6% blight +15% fire +12% light defense ------ Resistance +3% blight other ------- Mana/turn +0.17 Max mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+5 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Satyrfiend the elven-wood vilestaff (25-30 power, 5 apr, fire element) Satyrfiend the elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Mag +4 Cun +5 Con offense ------ Physical Crit +9.0% Spell Crit +6% Critical power +39.00% Physical Power +9 (+5 eff.) Spellpower +25 (+5 eff.) On-Hit 30 fire Damage +6% lightning +25% fire +6% nature Ignore resists +15% blight Accuracy +11 (+6 eff.) When Hit 2 blight defense ------ Resistance +9% nature other ------- Negative/turn +0.20 Vim-on-crit +6.00 Max vim +38.00 Max negative +25.00 See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +18% Spellpower +1 (+0 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Bogveil' (10-12 power, 2 apr, fire element) elm magestaff 'Bogveil' (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +1% Physical Power +5 (+3 eff.) Spellpower +17 (+3 eff.) Damage +9% nature +10% fire defense ------ Resistance +1% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of illumination (20-24 power, 4 apr, arcane element) magewarrior's short yew magestaff of illumination (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Ego+] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +7 (+4 eff.) Spellpower +15 (+3 eff.) Damage +20% arcane Accuracy +7 (+4 eff.) defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 198.46 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. |
Branoroddarek the Blazeglory Branoroddarek the Blazeglory1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +4 Dex defense ------ Resistance +9% lightning Life +32.00 A belt that goes around your waist. |
grounding rough leather belt grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
rough leather belt of magery rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
spiritwalker's rough leather belt of valiance spiritwalker's rough leather belt of valiance1.0 Encumbrance T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +1 Wil defense ------ Mind save +6 (+2 eff.) Life +51.00 other ------- Mana/turn +0.12 Max mana +21.00 A belt that goes around your waist. |
Ce'Nulrada the linen cloak (1 def, 0 armour) Ce'Nulrada the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +1 Con offense ------ Physical Crit +3.0% Damage +9% physical defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Spell save +6 (+2 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Sparkdare' (15 def, 0 armour) cashmere robe 'Sparkdare' (15 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +34% lightning +8% physical +7% cold defense ------ Defense +15 (+11 eff.) Resistance +16% lightning +8% cold +11% all Life +100.00 Life Regen +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (0 def, 0 armour) focusing cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Resistance +11% all other ------- Mana/turn +0.11 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+15%) (0 def, 0 armour) linen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +15% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (2 def, 3 armour) spellwoven linen robe of protection (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +2% Spellpower +3 (+0 eff.) defense ------ Armor +3 Defense +2 (+2 eff.) Resistance +7% all Physical save +15 (+8 eff.) Spell save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Sepsistyphoon the pair of rough leather boots (0 def, 1 armour) Sepsistyphoon the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +2% On-Hit (Melee): * 10% chance to slow global speed by 56% defense ------ Armor +1 Resistance +9% light +5% arcane Physical save +5 (+3 eff.) Spell save +7 (+2 eff.) Mind save +5 (+1 eff.) other ------- Hate-on-crit +1.00 A pair of boots made of leather. |
Stokeserpent the pair of rough leather boots (0 def, 1 armour) Stokeserpent the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +9% blight +6% fire defense ------ Armor +1 Resistance +5% arcane +9% cold Crit Resistance 15.00% Mind save +6 (+2 eff.) Silence Resist +22% Confus Resist +20% Stun Resist +31% A pair of boots made of leather. |
Vorolevea the Prismpain (0 def, 1 armour) Vorolevea the Prismpain (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +10% light defense ------ Armor +1 Resistance +7% fire +6% cold Crit Resistance 5.00% other ------- See Invisibility +9 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 133.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sepsiswaker the rough leather gloves (0 def, 1 armour) Sepsiswaker the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 light Damage +4% light +3% fire Ignore resists +15% nature On-Hit (Melee): * 10% chance to slow global speed by 56% defense ------ Armor +1 Resistance +6% light +3% fire 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 72.03 to 216.08 lightning damage (144.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Earthrage the linen wizard hat (1 def, 0 armour) Earthrage the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% nature Ignore resists +25% fire defense ------ Defense +1 (+1 eff.) Resistance +6% fire +5% arcane +6% cold Cut Resist +10% Pinning Resist +10% A pointy cloth hat, very wizardly... |
Falynik (0 def, 5 armour) Falynik (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Spellpower +20 (+4 eff.) Mindpower +4 (+2 eff.) Ignore resists +10% blight defense ------ Armor +5 Fatigue +5% Resistance +12% lightning +3% cold other ------- Vim-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Phlegmream (0 def, 3 armour) Phlegmream (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Mag +1 Cun +1 Con defense ------ Armor +3 Fatigue +1% Resistance +3% nature other ------- Light +2 Infravision +2 A cap made of leather. |
Salama the linen wizard hat (1 def, 0 armour) Salama the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Cun offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Defense +1 (+1 eff.) Resistance +6% blight +5% nature +5% arcane A pointy cloth hat, very wizardly... |
Searspike (1 def, 0 armour) Searspike (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Physical Power +20 (+11 eff.) Damage +11% arcane +6% fire defense ------ Defense +1 (+1 eff.) Unlife -20.00 life other ------- Max mana +11.00 Max stamina +10.00 A pointy cloth hat, very wizardly... |
linen wizard hat 'Galarehir' (1 def, 0 armour) linen wizard hat 'Galarehir' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Mag +2 Con defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +6% fire +3% acid +6% cold Crit Resistance 5.00% Stun Resist +20% A pointy cloth hat, very wizardly... |
8 agate 8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
915 alchemist agate 915 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine 8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emyna Emyna2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Con defense ------ Resistance +3% physical Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Void Star Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 3.5 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 50.50 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 garnet 6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1138.50 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
steel torque of psionic shield 'Xerudatha' [power 45] (25 cooldown) steel torque of psionic shield 'Xerudatha' [power 45] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% arcane Ignore resists +10% arcane When Hit 4 arcane Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 45. 100% to increase all damage penetration by 12% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
6 quartz 6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fireygen the Shalore Archmage level 34
52nd Haze 122nd year of Ascendancy at 23:19 see stats
By Fireygen the Shalore Archmage level 33
31st Haze 122nd year of Ascendancy at 03:58 see stats
By Fireygen the Shalore Archmage level 33
34th Haze 122nd year of Ascendancy at 22:51 see stats
By Fireygen the Shalore Archmage level 37
64th Haze 122nd year of Ascendancy at 23:07 see stats
By Fireygen the Shalore Archmage level 34
45th Haze 122nd year of Ascendancy at 08:44 see stats
By Fireygen the Shalore Archmage level 18
35th Dusk 122nd year of Ascendancy at 16:22 see stats
By Fireygen the Shalore Archmage level 36
62nd Haze 122nd year of Ascendancy at 11:13 see stats
By Fireygen the Shalore Archmage level 31
25th Haze 122nd year of Ascendancy at 10:38 see stats
By Fireygen the Shalore Archmage level 22
59th Dusk 122nd year of Ascendancy at 20:05 see stats
By Fireygen the Shalore Archmage level 34
46th Haze 122nd year of Ascendancy at 02:37 see stats
By Fireygen the Shalore Archmage level 31
27th Haze 122nd year of Ascendancy at 06:52 see stats
By Fireygen the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 05:38 see stats
By Fireygen the Shalore Archmage level 20
50th Dusk 122nd year of Ascendancy at 17:58 see stats
By Fireygen the Shalore Archmage level 30
19th Haze 122nd year of Ascendancy at 06:04 see stats
By Fireygen the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 12:04 see stats
By Fireygen the Shalore Archmage level 25
70th Dusk 122nd year of Ascendancy at 15:51 see stats
By Fireygen the Shalore Archmage level 36
62nd Haze 122nd year of Ascendancy at 14:16 see stats
By Fireygen the Shalore Archmage level 10
1st Flare 122nd year of Ascendancy at 06:06 see stats
By Fireygen the Shalore Archmage level 22
59th Dusk 122nd year of Ascendancy at 02:34 see stats
By Fireygen the Shalore Archmage level 14
5th Dusk 122nd year of Ascendancy at 23:14 see stats
By Fireygen the Shalore Archmage level 32
29th Haze 122nd year of Ascendancy at 08:32 see stats
Log
Today is the 69th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
Today is the 70th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 71st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 72nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Ran for 3 turns (stop reason: hostile spotted to the northeast (Orcs patrol)).
Today is the 73rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Ran for 3 turns (stop reason: hostile spotted to the north (Orcs patrol)).
Today is the 74th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 75th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 77th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 78th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
Saving game...
Saving done.
The furious lightning storm around Fireygen calms down and disappears.