Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 31 / 38% |
Size | medium |
Lifes / Deaths | Killed by Galaith the rogue at level 20 on the 2nd Haze 122nd year of Ascendancy at 11:19 3 / 3Killed by Bethayama the Guardian at level 31 on the 31st Regrowth 123rd year of Ascendancy at 13:24 Killed by Bethayama the Guardian at level 31 on the 31st Regrowth 123rd year of Ascendancy at 16:24 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 19 (base 10) |
Magic | 98 (base 60) |
Willpower | 80 (base 60) |
Cunning | 29 (base 15) |
Resources
Life | 450/450 |
Mana | 454/454 |
Healing Factor | 1.2191723257555 |
Regeneration | 3.9623100587054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 44 |
Accuracy | 23 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Lightning | +46% |
Light | +15% |
Darkness | +10% |
Cold | +20% |
Arcane | +20% |
Fire | +23% |
All | 0% |
Offense: Damage Penetration
Lightning | +67% |
Blight | +15% |
Arcane | +5% |
Mind | +20% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 40 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 60 |
Mental Save | 41 |
Defense: Resistances
Blight | + 19%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 16%( 70%) |
All | + 11%( 70%) |
Lightning | + 27%( 70%) |
Light | + 38%( 70%) |
Temporal | + 22%( 70%) |
Darkness | + 36%( 70%) |
Mind | + 24%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 40% |
Knockback Resistance | 20% |
Confusion Resistance | 21% |
Stun Resistance | 51% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (60 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 476 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Disruption Shield |
talent | Shielding |
talent | Multicaster |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+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 Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 130. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Cracklewyrd (0 def, 1 armour) Cracklewyrd (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Armour +1 Silence- +20% Confus- +21% Stun/Frz- +21% ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
Light source | Salidakira the brass lantern Salidakira the brass lantern2.0 T1 lite [Rare] Arcane While equipped: ----- def ----- Armour +4 Defense +25 (+9 eff.) Resists +6% cold +3% nature +6% temporal Blind- +20% Disarm- +20% Stun/Frz- +20% Def/telep +11 Res/telep +12% Dur/telep +12% ---------- misc 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. |
On head | Thunderjeer (1 def, 0 armour) =RES PEN= Thunderjeer (1 def, 0 armour) =RES PEN=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +10% darkness +3% fire Res.pen +25% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
Tool | elm wand of lightning storm 'Manyregobar' [power 116] (15 cooldown) elm wand of lightning storm 'Manyregobar' [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag +1 Con ----- def ----- Resists +3% lightning +3% mind Spell.save +12 (+3 eff.) ---------- misc Light +2 Wards +3 lightning +3 light +3 nature +3 blight Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (169 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Bregydedan Bregydedan0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Spell.pwr +13 (+3 eff.) S.pwr/crit +8 Dmg.mod +15% light Res.pen +5% blight +5% arcane ----- def ----- Armour +10 Resists +30% light ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
On fingers | steel ring 'Xerunne' steel ring 'Xerunne'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +2 Con dps ---------- Res.pen +25% physical Acc +8 (+4 eff.) ----- def ----- Defense +25 (+9 eff.) Resists +6% temporal Disarm- +20% Knockbk- +20% Rings make your fingers look great! |
Around waist | noble's hardened leather belt of magery noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +8 Wil +5 Cun dps ---------- Spell.crit +4% Against +26% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
In main hand | Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | dreamer's cashmere robe of life (0 def, 0 armour) dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +13% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+3 eff.) Mind.save +25 (+8 eff.) Max.HP +56.00 HP.reg +3.00 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Fulogen the linen cloak (1 def, 0 armour) Fulogen the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil +3 Con dps ---------- Spell.crit +5% Mind.pwr +30 (+9 eff.) Dmg.mod +6% mind Res.pen +10% blight +20% mind ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Silanor the copper amulet Silanor the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +6 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- S.pwr/crit +3 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.15 Max.mana +24.00 Amulets make your neck look great! |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 86; dur 4; cd 15) biting gale rune of the titan (damage 86; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 86.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 307; dur 4; cd 20) biting gale rune of the wizard (damage 307; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 306.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shatter afflictions rune of the titan (absorb 97; cd 12) shatter afflictions rune of the titan (absorb 97; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 3 turns and blocking 97 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating copper amulet of mastery (0.12 Spell / Arcane) insulating copper amulet of mastery (0.12 Spell / Arcane)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% fire +10% cold ---------- misc Masteries +0.12 Spell/Arcane Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding steel amulet of healing grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +16% lightning Heal.mod +14% Cut- +50% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 331 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Gloraldawen Gloraldawen0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid +9% nature Mind.save +6 (+2 eff.) Disease- +10% Stun/Frz- +10% Rings make your fingers look great! |
Nerenne the Flameknave Nerenne the Flameknave0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +3% lightning +9% cold +3% light Spell.save +3 (+1 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
copper ring 'Blackguile' =STR= copper ring 'Blackguile' =STR=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% mind Res.pen +10% darkness +5% mind Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +6 Rings make your fingers look great! |
copper ring of darkness (+20%) copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
psionicist's steel ring of tenacity psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +24.00 Disarm- +23% Pinning- +25% Knockbk- +24% Rings make your fingers look great! |
gladiator's gold ring of pilfering gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +8 (+4 eff.) Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Xima the Skyclamor (10-12 power, 2 apr, lightning element) Xima the Skyclamor (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +10% lightning ----- def ----- Resists +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm starstaff of power (10-12 power, 2 apr, temporal element) cruel elm starstaff of power (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Obsidianraze' (15-18 power, 3 apr, lightning element) ash magestaff 'Obsidianraze' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning +3% physical +3% darkness ----- def ----- Armour +3 Hardiness +3% Defense +6 (+2 eff.) Resists +9% darkness Phys.save +2 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 114.60 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. |
ash vilestaff 'Belowen' (15-18 power, 3 apr, lightning element) ash vilestaff 'Belowen' (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning +9% mind Res.pen +10% mind On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Defense +7 (+3 eff.) Resists +3% lightning ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 114.60 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. |
potent yew magestaff of fate (24-29 power, 4 apr, lightning element) potent yew magestaff of fate (24-29 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +11 (+3 eff.) Dmg.mod +24% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
blurring hardened leather belt of magery blurring hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% ----- def ----- Defense +11 (+4 eff.) Stealth +7 A belt that goes around your waist. |
blurring hardened leather belt of unlife blurring hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +14 (+5 eff.) Resists +7% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's hardened leather belt of magery noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil +4 Cun dps ---------- Spell.crit +4% Against +17% Summoned ----- def ----- D.Red.from +21% Summoned A belt that goes around your waist. |
Adothra the linen cloak (1 def, 0 armour) =STR= Adothra the linen cloak (1 def, 0 armour) =STR=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Con dps ---------- Acc +15 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Die.at -20.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregosarach the linen cloak (1 def, 0 armour) Bregosarach the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Greenwake' (2 def, 0 armour) cashmere cloak 'Greenwake' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Str +3 Dex +4 Mag +4 Con dps ---------- Dmg.mod +9% nature +3% mind ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Spell.save +5 (+1 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots 'Bethumira' (0 def, 3 armour) pair of iron boots 'Bethumira' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Die.at -20.00 life Max.HP +20.00 Poison- +20% Silence- +20% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Glowwyrd' (0 def, 1 armour) rough leather gloves 'Glowwyrd' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +9% light Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+1 eff.) Disarm- +22% ---------- misc Light +3 Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olulechik the Blindbait (0 def, 1 armour) Olulechik the Blindbait (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +7 Cun +2 Con dps ---------- Melee+ 7 mind Dmg.mod +4% mind +9% light Res.pen +25% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Pyresweeper the linen wizard hat (1 def, 0 armour) Pyresweeper the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +11% lightning Res.pen +10% mind +5% fire On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +9% acid A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour) clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Emelurith (1 def, 0 armour) Emelurith (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +5% cold Phys.save +3 (+2 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
Galdalaith (15 def, 1 armour) Galdalaith (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +5% fire +6% cold Crit.dmg- 15.00% Die.at -60.00 life A cap made of leather. |
insulating rough leather cap of strength (+3) (0 def, 1 armour) =str= insulating rough leather cap of strength (+3) (0 def, 1 armour) =str=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
catburglar's iron helm (0 def, 3 armour) catburglar's iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 agate0.0 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
3 onyx 3 onyx0.0 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. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 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. |
426 alchemist agate 426 alchemist agate0.0 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. |
Yaridin the brass lantern Yaridin the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Resists +9% blight +5% arcane ---------- misc 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
ethereal brass lantern of clarity ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +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. |
Bethalrakira (dig speed 19 turns) Bethalrakira (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Mind.crit +2% Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Defense +5 (+2 eff.) Resists +2% physical Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Tideusher' (dig speed 38 turns) =STRT= iron pickaxe 'Tideusher' (dig speed 38 turns) =STRT=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +7 Str ----- def ----- Fatigue -4% Resists +12% cold Crit.dmg- 5.00% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 230.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
iron torque of mindblast [power 105] (15 cooldown) iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Marisa the Higher Archmage level 28
1st Allure 123rd year of Ascendancy at 14:42 see stats
By Marisa the Higher Archmage level 20
74th Dusk 122nd year of Ascendancy at 10:00 see stats
By Marisa the Higher Archmage level 25
52nd Haze 122nd year of Ascendancy at 21:10 see stats
By Marisa the Higher Archmage level 30
18th Regrowth 123rd year of Ascendancy at 17:14 see stats
By Marisa the Higher Archmage level 29
7th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Marisa the Higher Archmage level 10
25th Dusk 122nd year of Ascendancy at 04:41 see stats
By Marisa the Higher Archmage level 20
69th Dusk 122nd year of Ascendancy at 18:10 see stats
By Marisa the Higher Archmage level 30
12nd Regrowth 123rd year of Ascendancy at 15:54 see stats
By Marisa the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 11:35 see stats
By Marisa the Higher Archmage level 28
1st Wintertide 123rd year of Ascendancy at 11:08 see stats
By Marisa the Higher Archmage level 24
52nd Haze 122nd year of Ascendancy at 02:11 see stats
By Marisa the Higher Archmage level 9
3rd Mirth 122nd year of Ascendancy at 13:38 see stats
By Marisa the Higher Archmage level 24
50th Haze 122nd year of Ascendancy at 16:18 see stats
By Marisa the Higher Archmage level 16
48th Dusk 122nd year of Ascendancy at 17:35 see stats
Log
Today is the 47th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 48th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
Today is the 49th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 50th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
You don't see how to get there...
Today is the 51st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Today is the 52nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 53rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 54th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Today is the 55th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 56th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 57th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 58th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 59th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 60th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.