











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/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. 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 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 | Male |
| Race | Skeleton |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 25 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 3rd Summertide 122nd year of Ascendancy at 22:48 0 / 8Killed by Calar the human at level 17 on the 45th Dusk 122nd year of Ascendancy at 13:19 Killed by Vorenn the water imp at level 20 on the 17th Haze 122nd year of Ascendancy at 01:08 Killed by cold drake at level 23 on the 33rd Haze 122nd year of Ascendancy at 19:36 Killed by armoured skeleton warrior at level 23 on the 40th Haze 122nd year of Ascendancy at 16:26 Killed by Zroar the Bringer of Doom at level 25 on the 49th Haze 122nd year of Ascendancy at 03:51 Killed by Mage Bones at level 25 on the 57th Haze 122nd year of Ascendancy at 20:33 Killed by electric eel at level 25 on the 70th Haze 122nd year of Ascendancy at 04:44 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 20 (base 13) |
| Magic | 68 (base 55) |
| Willpower | 59 (base 45) |
| Cunning | 17 (base 11) |
Resources
| Life | -83/406 |
| Mana | 254/592 |
| Vim | 196/196 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 12 |
| Crit Chance | 7% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +9% |
| Cold | +15% |
| All | 0% |
| Darkness | +10% |
| Light | +31% |
| Physical | +12% |
| Mind | +33% |
| Lightning | +24% |
| Fire | +89% |
| Nature | +15% |
Offense: Damage Penetration
| Darkness | +11% |
| Fire | +60% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 29 (60%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 29%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 39%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 145 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| 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 (49 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 848% for 10 turns (51 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Gloruna the giant blue ant. Escort: lost warrior (level 2 of Old Forest) | failed |
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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | 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. |
| Light source | Sunbrawn the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Cun +6 Wil offense ------ Damage +5% mind Ignore resists +25% fire When Hit 2 fire defense ------ Crit Resistance 15.00% 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. |
| On head | Gilayakor the Galewrither (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Damage +6% lightning +15% fire +13% light Ignore resists +25% temporal When Hit 10 lightning 4 fire defense ------ Defense +2 (+1 eff.) Resistance +19% light A pointy cloth hat, very wizardly... |
| Tool | Berykath the Dayjam (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Mag +2 Con offense ------ Spell Crit +6% Damage +9% fire +7% mind +9% arcane defense ------ Resistance +6% light +5% arcane Mind save +8 (+2 eff.) other ------- Max mana +40.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Charreeve the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning Ignore resists +15% fire defense ------ Resistance +26% lightning +3% physical +6% light Mind save +15 (+5 eff.) Disease Resist +10% Silence Resist +20% Rings make your fingers look great! |
| On fingers | Baritolar the Noonnigh0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% light +11% fire defense ------ Resistance +3% lightning +22% fire +5% arcane +3% blight Disarm Resist +10% Rings make your fingers look great! |
| Around waist | Polyrianor the Phoenixsaw1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +1 Dex offense ------ Mindpower +5 (+1 eff.) Damage +12% physical +9% fire Ignore resists +20% fire defense ------ Armor +4 Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | shimmering dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Ego] 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: offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Damage +30% fire other ------- Mana/turn +0.10 Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Brighttooth the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +10.00% On-Hit 8 lightning Damage +5% lightning +15% fire +6% mind defense ------ Armor +2 Resistance +7% lightning Mind save +15 (+5 eff.) other ------- Psi when Hit +0.08 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 | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 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. |
| Cloak | Amugar (26 def, 4 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +10% darkness Ignore resists +11% darkness defense ------ Armor +4 Defense +26 (+9 eff.) Resistance +10% darkness Physical save +6 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Stealth +11 Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (386.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 386.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 708% over 10 turns; mana 35; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 708% for 10 turns (42 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Alydoldir0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +3.0% Damage +9% acid Ignore resists +5% physical defense ------ Resistance +9% light +6% darkness Physical save +9 (+5 eff.) Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
Eremyldil0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature Accuracy +10 (+8 eff.) defense ------ Resistance +6% mind +3% darkness +28% nature Blind Resist +20% Rings make your fingers look great! |
Winterknight0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% mind +15% cold Ignore resists +5% lightning When Hit 4 mind defense ------ Mind save +5 (+1 eff.) Confus Resist +22% Rings make your fingers look great! |
gladiator's gold ring of arcana (+0.10/turn)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
wizard's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ Damage +11% cold defense ------ Resistance +22% cold Spell save +4 (+2 eff.) Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 117.19 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+13 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+9 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
nature's living mindstar of balance (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +4% nature defense ------ Resistance +2% blight Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) Disease Resist +15% other ------- EQ when Hit +1.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+5 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 150.49 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (301). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Emorin the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% temporal defense ------ Armor +2 Resistance +3% temporal Life +30.00 other ------- Stamina/turn +1.00 Max stamina +30.00 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Goldanne the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Mag defense ------ Life +32.00 other ------- Hate-on-crit +2.00 Infravision +2 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 270, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
rough leather belt 'Gyriwyn'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+0 eff.) defense ------ Resistance +3% darkness Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.04 Hate-on-crit +3.00 A belt that goes around your waist. |
Ce'Nukira (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +16 (+6 eff.) Resistance +5% arcane Mind save +6 (+2 eff.) Life +33.00 other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Khelyrayon the linen cloak (16 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% mind defense ------ Armor +6 Defense +16 (+6 eff.) Resistance +9% acid +15% cold +3% mind +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.14 to 45.17 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- 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 level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +7% all +18% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +7% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of fire (+21%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +14% fire defense ------ Resistance +11% all +21% fire Mind save +22 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of corrosion (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+0 eff.) Damage +11% acid defense ------ Resistance +16% acid +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Giromigrim' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +7% Critical power +5.00% Mindpower +6 (+2 eff.) Damage +11% mind +14% lightning Ignore resists +7% mind defense ------ Resistance +21% lightning +11% darkness +12% mind +9% all Physical save +12 (+6 eff.) Spell save +10 (+4 eff.) Mind save +24 (+8 eff.) other ------- Psi/turn +0.30 EQ when Hit +0.08 Max psi +12.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Firezeal the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Move Speed +10% Damage +6% fire +6% temporal defense ------ Armor +4 Fatigue -1% Resistance +3% temporal +15% fire +9% cold Life +33.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardydil the Flashwreath (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning When Hit 2 physical defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue -5% Resistance +3% lightning +2% physical Physical save +5 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Silygalle the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Con offense ------ Ignore resists +10% acid defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sparkbile (0 def, 4 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag offense ------ Damage +9% lightning defense ------ Armor +4 Crit Resistance 10.00% other ------- Light +3 Infravision +2 See Invisibility +3 A pair of boots made of leather. |
Daimodohad the Moldwasp (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Str offense ------ On-Hit 7 blight Damage +5% blight Ignore Armor +1 On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +2 Resistance +6% blight Physical save +15 (+8 eff.) other ------- Max stamina +10.00 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. |
polar rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold 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. |
steady hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Armor +2 Physical save +7 (+4 eff.) Mind save +6 (+2 eff.) Disarm Resist +22% 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. |
Salaralaith the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +16% fire Spell save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Brodahek' (0 def, 8 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +7 Str offense ------ Critical power +5.00% defense ------ Armor +8 Fatigue +4% Resistance +3% physical Unlife -80.00 life other ------- Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding linen wizard hat of nature (+5%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +5% lightning +6% temporal +15% nature A pointy cloth hat, very wizardly... |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 28 [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+6 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
9 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. |
347 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. |
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. |
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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
2 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyreta the Nimbusnight (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +3 (+1 eff.) Move Speed +10% Damage +9% nature When Hit 2 lightning defense ------ Resistance +6% lightning +6% cold +5% arcane Spell save +15 (+5 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 194.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 194.16 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
brass lantern 'Airtaint'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning defense ------ Resistance +9% acid +3% physical Life +40.00 Life Regen +4.00 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +11% 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 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 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
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. |
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. |
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 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. |
ash totem of summon tentacle 'Splendourobsidian' [power 155] (25 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% light +6% arcane Ignore resists +15% light other ------- Light +1 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 365 Base Damage: 178 Armor: 6 All Resist: 12 Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of stinging [power 188] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 254] (18 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
3 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. |
9 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. |
5 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. |
4 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Mage Bones the Skeleton Archmage level 25
49th Haze 122nd year of Ascendancy at 05:01 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mage Bones the Skeleton Archmage level 14
31st Dusk 122nd year of Ascendancy at 23:04 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Mage Bones the Skeleton Archmage level 19
14th Haze 122nd year of Ascendancy at 11:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mage Bones the Skeleton Archmage level 10
2nd Summertide 122nd year of Ascendancy at 20:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mage Bones the Skeleton Archmage level 20
14th Haze 122nd year of Ascendancy at 20:14 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Mage Bones the Skeleton Archmage level 20
15th Haze 122nd year of Ascendancy at 02:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mage Bones the Skeleton Archmage level 5
4th Mirth 122nd year of Ascendancy at 04:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mage Bones the Skeleton Archmage level 17
51st Dusk 122nd year of Ascendancy at 01:55 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Mage Bones the Skeleton Archmage level 22
29th Haze 122nd year of Ascendancy at 20:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mage Bones the Skeleton Archmage level 21
20th Haze 122nd year of Ascendancy at 20:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mage Bones the Skeleton Archmage level 15
38th Dusk 122nd year of Ascendancy at 20:48 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Mage Bones the Skeleton Archmage level 25
57th Haze 122nd year of Ascendancy at 20:33 see stats
Log
Mage Bones receives 604 healing from Re-assemble.
Thunderstorm hits Armoured skeleton warrior for (11 absorbed), 0 lightning, (22 absorbed), 0 lightning, (25 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Skeleton mage for (13 absorbed), 0 lightning, (28 absorbed), 0 lightning, (31 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Armoured skeleton warrior for (10 absorbed), 0 lightning, (22 absorbed), 0 lightning, (24 absorbed), 0 lightning (0 total damage).
Armoured skeleton warrior slows down.
Armoured skeleton warrior slows down.
Armoured skeleton warrior hits Mage Bones for (153 absorbed), 0 cold (0 total damage).
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 lightning, (2 absorbed), 0 nature, (12 absorbed), 0 nature, (10 absorbed), 0 fire (0 total damage).
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 lightning, (2 absorbed), 0 nature, (11 absorbed), 0 nature, (9 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior hits Mage Bones for (138 absorbed), 0 cold (0 total damage).
Your shield crumbles under the damage!
The shield around Mage Bones crumbles.
Something hits Mage Bones for (65 absorbed), 66 darkness (66 total damage).
Mage Bones casts Teleport.
Bethoma the entrenched horror receives 49 healing from Rime Wraith from Vorenn the water imp.
Ravenous horror receives 45 healing from Rime Wraith from Vorenn the water imp.
Thunderstorm hits Electric eel for 55 lightning damage.
Thunderstorm hits Gledamina the giant eel for 17 lightning, 38 lightning (55 total damage).
Thunderstorm hits Ravenous horror for 17 lightning, 38 lightning (55 total damage).
Bethoma the entrenched horror uses Rampage.
Bethoma the entrenched horror begins rampaging!
Gledamina the giant eel breathes acid!
Mage Bones shrugs off the effect 'Disarmed'!
Electric eel casts Lightning.
Electric eel hits Mage Bones for 121 lightning damage.
Raze hits Mage Bones for 11 darkness damage.
Gledamina the giant eel hits Mage Bones for 308 acid damage.
Mage Bones the level 25 skeleton archmage was amped to death by an electric eel on level 3 of Lake of Nur.
The furious lightning storm around Mage Bones calms down and disappears.


























































































































