









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Zephyr |
| Level / Exp | 50 / 2781% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 46 (base 9) |
| Dexterity | 128 (base 60) |
| Constitution | 44 (base 11) |
| Magic | 164 (base 65) |
| Willpower | 111 (base 63) |
| Cunning | 78 (base 29) |
Resources
| Life | 697/697 |
| Mana | 822/822 |
| Healing Factor | 1.5355007465519 |
| Regeneration | 8.0613789193975 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +86.19932495077% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 20 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 93 |
| Crit Chance | 87% |
| APR | 67 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 115 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 50 |
Offense: Mind
| Mindpower | 86 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +40% |
| Lightning | +184% |
| Mind | +49% |
| Cold | +78% |
| Blight | +64% |
| Arcane | +59% |
| Fire | +69% |
| All | +34% |
Offense: Damage Penetration
| Lightning | +82% |
| Light | +26% |
| Temporal | +5% |
| Cold | +25% |
| Arcane | +40% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55 (71.58545988864%) |
| Defense | 145 |
| Ranged Defense | 145 |
| Fatigue | 78.438342277283 |
| Physical Save | 92 |
| Spell Save | 87 |
| Mental Save | 81 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 39%( 70%) |
| All | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 58%( 70%) |
| Physical | + 62%( 70%) |
| Darkness | + 52%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 29% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 88% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 68 up to 8 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 6 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 201 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: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 7 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 1145% for 10 turns (656 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 10 times. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.56 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Storm archery | 1.56 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air archery | 1.56 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Storm | 2.06 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 2.06 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Swiftness | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Spell / Wild magic | 1.72 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.52 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Wild Constitution |
| talent | Wild Power |
| talent | Chant of Fortress |
| talent | Static Shield |
| talent | Thunderstorm |
| talent | Infusion |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Wild Devastation |
| talent | Storm Sentinel |
| talent | Wild Defense |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)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 sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glorawen the ghoul. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Adirin the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4058. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Elyratta the Glimmerburst (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 arcane Changes stats: +4 Mag Changes resistances penetration: +26% light Changes damage: +12% blight Mana when firing critical spell: +2.06 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +31 (+5 eff.) Lowers spell cool-downs by: 10% Damage Shield penetration: +31% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Quiver | Isseyarain (21/21, 58-81 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 21 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 43 * Create an explosion dealing 195 lightning damage (1/turn) On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 acid / +23 light Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +8 acid Damage against: +38% Undead Arrows are used with bows to pierce your foes to death. |
| Light source | BetoldataInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Dex / +6 Wil Changes damage: +15% mind Physical save: +28 (+5 eff.) Blindness immunity: +41% Confusion immunity: +29% Stamina each turn: +2.00 Equilibrium when hit: +0.04 Mindpower: +20 (+4 eff.) Light radius: +10 See stealth: +20 See invisible: +19 Healing mod.: +29% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Adyrenor (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +21% lightning Changes damage: +14% lightning Mana each turn: +1.19 Mana when hit: +1.70 Maximum mana: +58.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +4% See invisible: +9 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 24 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Kyntir the Loammistress (dig speed 20 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +15 (+2 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +9% nature / +3% physical Changes damage: +9% cold Critical mult.: +20.00% Only die when reaching: -40.00 life Lowers spell cool-downs by: 10% Mindpower: +15 (+3 eff.) Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | BlazehungerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Mag / +6 Wil / +5 Con Changes damage: +19% lightning / +10% fire / +10% cold / +7% all Talent mastery: +0.20 Golem / Arcane Silence immunity: +39% Stun/Freeze immunity: +32% Life regen: +5.00 Mana each turn: +0.31 Spellpower: +15 (+2 eff.) Spell crit. chance: +4% Mindpower: +11 (+2 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
| Around waist | AereminaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +19 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 43 Damage when hit (Melee): 2 blight Changes stats: +10 Mag Changes damage: +18% blight Stealth bonus: +8 Mana each turn: +0.47 Maximum life: +92.00 Maximum mana: +135.00 Maximum stamina: +59.00 Maximum hate: +17.00 Maximum psi: +40.00 Maximum vim: +33.00 Maximum pos.energy: +40.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
| In main hand | Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air +0.20 Spell / Wild magic Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 204 to 408 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). 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 | elven-silk robe 'Radiancewhisper' (0 def, 6 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Changes stats: +5 Wil / +5 Mag Changes resistances: +45% lightning / +3% light / +5% arcane / +6% nature / +15% all Changes damage: +30% lightning Blindness immunity: +20% Silence immunity: +49% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Maximum mana: +86.00 Spellpower: +42 (+7 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Elevea' (3 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +13 Armour: +9 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +39% temporal / +30% darkness / +10% cold Changes resistances penetration: +15% arcane / +5% temporal Critical mult.: +20.00% Stealth bonus: +8 Vim when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Defense after a teleport: +24 Resist all after a teleport: +14% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Barklace'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +20 Effects on melee hit: * 20% chance to slow global speed by 74% Damage when hit (Melee): 2 nature Changes stats: +6 Mag Changes resistances: +9% nature / +6% blight Changes damage: +6% nature / +3% lightning Talent masteries: +0.22 Technique / Combat training +0.22 Spell / Wild magic Critical mult.: +19.00% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +55.00 Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1368% over 10 turns; mana 68; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 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 1368% for 10 turns (784 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the psychic (regen 1336% over 10 turns; mana 67; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1336% for 10 turns (766 total) and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 131; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 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 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 64; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 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 64 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 41; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 6 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 24; blocks 9; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 9 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 30; blocks 10; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 10 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
Betaritta the FlashhackerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +30 (+4 eff.) Changes stats: +6 Dex Changes resistances penetration: +25% lightning Changes damage: +8% blight / +9% fire / +9% lightning Critical mult.: +14.00% Stamina each turn: +3.00 Only die when reaching: -40.00 life Spellpower: +9 (+1 eff.) Amulets make your neck look great! |
Ravenfear the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +6% temporal / +5% arcane / +12% darkness Changes resistances penetration: +20% arcane Changes damage: +8% blight / +10% fire Critical mult.: +25.00% Maximum mana: +40.00 Spellpower: +7 (+1 eff.) Amulets make your neck look great! |
gold amulet 'Rhalach'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 54% * 20% chance to reduce all saves and defense by 45 Changes stats: +3 Mag / +2 Wil Changes resistances: +21% mind Changes damage: +12% blight / +6% arcane / +6% acid Confusion immunity: +31% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets make your neck look great! |
Glorenne the StrikeschismPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +12 Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +5 Mag Changes resistances: +35% lightning / +4% physical / +6% arcane Changes damage: +6% acid / +8% fire / +7% cold / +8% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great! |
HanodirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +18 Damage when hit (Melee): 4 acid Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +6% acid / +6% lightning / +6% fire / +6% arcane / +6% cold Talent mastery: +0.33 Spell / Air archery Critical mult.: +14.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Murkknave the stralite amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 43 * 20% chance to reduce damage dealt by 36% Damage when hit (Melee): 2 darkness Changes stats: +4 Wil / +6 Con Changes resistances penetration: +10% darkness Changes damage: +3% blight / +8% physical / +6% darkness Mental save: +12 (+2 eff.) Confusion immunity: +16% Mindpower: +5 (+1 eff.) Combat speed: +10% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Hugund the DuathelpanicInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 36% Changes stats: +12 Str / +12 Dex / +5 Wil Changes resistances: +26% lightning / +12% nature / +22% blight Critical mult.: +15.00% Poison immunity: +40% Disease immunity: +31% Stun/Freeze immunity: +42% Amulets make your neck look great! |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bihell the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane Changes damage: +3% arcane / +3% temporal Equilibrium when hit: +0.04 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
copper citrine ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Con Changes damage: +6% blight Spell save: +11 (+2 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +20% Mana each turn: +0.12 Maximum stamina: +14.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +2% Mindpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +5.00 Maximum life: +43.00 Healing mod.: +11% Rings make your fingers look great! |
mule's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +20 Rings make your fingers look great! |
pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
savior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +6 (+1 eff.) Confusion immunity: +23% Rings make your fingers look great! |
BokyrandInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +15% acid / +12% mind Changes damage: +6% acid Spell save: +6 (+1 eff.) Mental save: +8 (+2 eff.) Poison immunity: +20% Confusion immunity: +28% Life regen: +4.00 Rings make your fingers look great! |
DuranegCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +5 Str / +2 Dex / +5 Con Changes resistances penetration: +10% temporal Stun/Freeze immunity: +20% Life regen: +1.00 Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 69% 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! |
Pitchslicer the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances: +22% cold / +3% mind / +6% darkness Changes damage: +11% cold / +6% darkness / +6% mind Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Yvolle the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +5 Dex Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum hate: +8.00 Rings make your fingers look great! |
gold ring 'Delyhor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +26% lightning Changes resistances penetration: +5% mind Changes damage: +13% lightning / +3% arcane / +12% blight Critical mult.: +25.00% Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Frozenfist the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+2 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 43 Damage when hit (Melee): 4 blight Changes stats: +15 Mag / +16 Wil Changes resistances penetration: +25% cold Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +28 (+5 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 69% 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! |
Saliriawe the ShadowrainCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +10 Cun Changes resistances: +6% blight / +3% cold / +6% mind Changes resistances penetration: +20% darkness Disease immunity: +23% Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +43% Knockback immunity: +44% Life regen: +9.00 Maximum life: +50.00 Healing mod.: +5% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.magelord's ash starstaff of wizardry (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 19 arcane Changes stats: +1 Mag / +2 Wil Changes damage: +15% light Talent granted: +1 Command Staff Maximum mana: +33.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatmaul (42-64 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +13% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel mace of paradox (26-36 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 165 damage Damage (Melee): +10 temporal When wielded/worn: Changes resistances: +8% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger of rage (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Dex, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 165 damage When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +6% physical Sharp, short and deadly. |
enhanced stralite dagger of enduring (30-40 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Dex, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +6 Dex / +8 Mag / +14 Wil / +7 Cun / +15 Con Maximum life: +52.00 Sharp, short and deadly. |
ranger's elm longbow of acidRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 acid When wielded/worn: Changes stats: +2 Dex Changes damage: +14% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Cuthedunavor the Airwreath Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +17 lightning / +12 cold When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Changes damage: +17% lightning / +15% cold Mental save: +6 (+1 eff.) Mindpower: +15 (+3 eff.) Longbows are used to shoot arrows at your foes. |
KindlebraceRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). Travel speed: +200% Damage (radius 1) on hit: +8 light / +8 fire When wielded/worn: Changes stats: +9 Str / +11 Dex / +17 Mag / +9 Wil / +18 Cun / +9 Con Changes resistances: +6% light Changes resistances penetration: +15% fire Changes damage: +14% arcane / +12% light Spellpower: +14 (+2 eff.) Combat speed: +10% Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Earochak'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +9 cold Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Effects on ranged hit: * 20% chance to reduce armor by 54% Changes resistances penetration: +22% all Changes damage: +12% cold Longbows are used to shoot arrows at your foes. |
Duathelstalker the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +4 mind When wielded/worn: Physical power: +21 (+5 eff.) Effects on ranged hit: * 35 arcane resource burn * 20% chance to reduce damage dealt by 36% Changes stats: +11 Str / +11 Dex / +11 Wil / +11 Cun Changes resistances: +6% darkness Changes resistances penetration: +15% physical Changes damage: +3% mind Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +35 (+7 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Brandstreaker'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +26 cold Damage (radius 2) on crit: +8 fire When wielded/worn: Physical power: +23 (+5 eff.) Changes stats: +8 Str Changes resistances penetration: +10% fire / +20% temporal / +14% physical Changes damage: +15% fire / +38% temporal / +26% physical / +29% cold Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
enhanced dragonbone longbow of piercingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +15 Changes stats: +11 Str / +12 Dex / +17 Mag / +8 Wil / +11 Cun / +11 Con Changes resistances penetration: +17% all Longbows are used to shoot arrows at your foes. |
Sunstun the quiver of elm arrows (19/19, 14-19 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 43 Damage (Ranged): +20 blight / +8 fire Damage (radius 1) on hit: +4 blight / +4 fire Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (20/20, 16-22 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Forestblack' (42/42, 23-32 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 42 Turns elapse between self-loadings: 3 Damage (Ranged): +4 nature Damage (radius 1) on hit: +20 nature / +9 fire Damage (radius 2) on crit: +8 nature When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of grasping (21/21, 31-43 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 312 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of yew arrows (45/45, 38-52 power, 16 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.5 - 52.5 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +2.0% Capacity: 45 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Glareshaper' (24/24, 45-63 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 24 On weapon crit: * Splash the target with acid dealing 276 damage over 5 turns and reducing armor and accuracy by 35 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +12 light / +9 cold Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +16 light Arrows are used with bows to pierce your foes to death. |
Borugadir the Umbrapall (22/22, 71-99 power, 32 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +29 Armour Penetration: +32 Crit. chance: +15.0% Capacity: 22 On weapon hit: * 20% chance to reduce damage dealt by 36% Travel speed: +200% Damage (Ranged): +8 darkness / +24 light Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +12 darkness Damage against: +35% Undead Arrows are used with bows to pierce your foes to death. |
Flashparry the quiver of dragonbone arrows (19/19, 54-75 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Air Archer Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Damage (Ranged): +4 blight / +34 nature / +12 arcane Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +20 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent 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 Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Yvugarin the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 43 Changes resistances: +15% lightning / +7% all Changes resistances penetration: +5% temporal Changes damage: +10% lightning / +12% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubilrawe (0 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +8 Changes stats: +2 Wil Changes resistances: +6% blight / +7% all Life regen: +1.80 Maximum life: +101.00 See invisible: +3 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +9% all Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +12% mind / +11% all Physical save: +12 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +23 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Geba the silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Mag / +5 Wil / +4 Cun Changes resistances: +9% lightning / +10% cold / +26% mind / +13% all Changes damage: +23% lightning / +21% physical / +18% cold / +32% mind / +12% all Critical mult.: +10.00% Equilibrium when hit: +0.12 Maximum hate: +6.00 Spellpower: +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent mastery: +0.20 Spell / Swiftness Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +13% all Changes resistances penetration: +7% temporal / +10% physical Changes damage: +10% temporal / +17% physical Mana each turn: +0.13 Maximum mana: +48.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances: +13% all Changes damage: +17% arcane / +10% temporal Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +55.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.nimble cured leather armour of lightning resistance (10 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+1 eff.) Fatigue: +7% Changes stats: +3 Dex Changes resistances: +15% lightning Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Life regen: +1.00 Maximum life: +31.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of clarity (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes resistances: +6% mind / +13% light / +13% darkness Mental save: +13 (+3 eff.) A suit of armour made of leather. |
Ravenransom the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +4 Dex / +1 Mag / +2 Con Changes resistances: +3% darkness Life regen: +1.00 Infravision radius: +3 Healing mod.: +11% A belt that goes around your waist. |
UrthunarikorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 74% Changes resistances: +6% lightning / +6% temporal / +6% fire Reduces incoming crit damage: 10.00% Mental save: +15 (+3 eff.) Life regen: +2.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Zyduhell the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex Changes resistances: +6% fire Reduces incoming crit damage: 5.00% Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
spiritwalker's rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +8 Mag / +5 Wil Mana each turn: +0.16 Maximum mana: +25.00 Spell crit. chance: +4% A belt that goes around your waist. |
ChalidugahadCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 6 mind Changes stats: +6 Wil Changes resistances: +8% fire / +9% cold Changes damage: +15% physical Critical mult.: +15.00% Maximum stamina: +30.00 Mindpower: +15 (+3 eff.) A belt that goes around your waist. |
Eloda the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +11 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 45 Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances penetration: +25% mind / +10% acid Changes damage: +3% mind Trap disarming bonus: +20 Stealth bonus: +5 Physical save: +24 (+5 eff.) Mindpower: +5 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
linen cloak 'Beroharachak' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +1 Mag Changes resistances: +5% arcane Spell save: +12 (+3 eff.) Maximum life: +30.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Wil Spell save: +6 (+1 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guniyon the cashmere cloak (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+4 eff.) Changes stats: +3 Dex / +1 Mag Changes resistances: +6% acid / +3% mind Physical save: +7 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +7 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +1 Wil Changes resistances: +13% darkness / +13% temporal Spell save: +6 (+1 eff.) Maximum mana: +49.00 Defense after a teleport: +16 Resist all after a teleport: +11% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belomille the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +2 Str / +2 Mag / +1 Wil / +2 Con Changes resistances: +13% darkness Changes resistances penetration: +5% darkness Changes damage: +9% darkness Critical mult.: +10.00% Stealth bonus: +5 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Adiriawe' (12 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +12 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +4 Wil / +4 Cun Changes resistances: +17% light / +20% fire Changes resistances penetration: +25% temporal Changes damage: +6% arcane / +9% temporal Stealth bonus: +13 Mental save: +14 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Spider's kiss (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str Changes resistances: +3% acid / +1% physical / +7% fire / +6% nature / +6% cold Changes resistances penetration: +15% physical Only die when reaching: -40.00 life A pair of boots made of leather. |
Tarriruikath (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 45 Changes stats: +2 Cun Changes resistances: +9% cold Disarm immunity: +20% Stamina each turn: +0.30 Maximum life: +32.00 Mental crit. chance: +4% Movement speed: +10% A pair of boots made of leather. |
pair of rough leather boots 'Sparkthorn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Str / +5 Cun / +2 Con Changes resistances penetration: +15% lightning Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: 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. |
pair of rough leather boots 'Turostir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +6% blight / +3% temporal / +3% mind Stealth bonus: +6 Spell save: +12 (+3 eff.) Stun/Freeze immunity: +10% Maximum life: +20.00 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 332 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Rhudas the pair of drakeskin leather boots (20 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +9 Defense: +20 (+3 eff.) Changes stats: +5 Mag Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +15% physical Changes damage: +21% mind Poison immunity: +10% Silence immunity: +43% Confusion immunity: +45% Stun/Freeze immunity: +48% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
pair of drakeskin leather boots 'Lightsin' (0 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Damage when hit (Melee): 6 light Changes resistances: +11% acid / +51% temporal / +41% darkness / +11% fire / +12% lightning / +12% cold Changes resistances penetration: +34% temporal / +32% darkness / +15% arcane Changes damage: +15% light Physical save: +6 (+1 eff.) Defense after a teleport: +50 Resist all after a teleport: +30% New effects duration reduction after a teleport: +38% A pair of boots made of leather. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +3 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +28 Physical save: +7 (+1 eff.) Stamina each turn: +0.50 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +27% Confusion immunity: +29% Stun/Freeze immunity: +25% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathibers the Chargefear (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +14 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +10% physical Spellpower: +23 (+4 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 4.5 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 202.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ivedalaith (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Damage (Melee): 8 arcane / 10 darkness Changes stats: +1 Str / +6 Mag / +4 Wil Changes resistances: +3% temporal / +5% arcane / +7% darkness Changes damage: +3% arcane / +4% darkness Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +28% Spellpower: +7 (+1 eff.) Light radius: +3 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 36% Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Saliravea (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +2 Changes stats: +2 Str / +8 Dex / +3 Mag / +7 Cun Changes resistances: +7% light / +7% darkness Changes resistances penetration: +5% physical Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +16.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Damage (radius 2) on crit: +24 light / +25 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 228.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Poligaba the Hellbait (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 fire Changes stats: +3 Wil Changes resistances: +3% fire Changes damage: +6% cold Physical save: +11 (+2 eff.) A cap made of leather. |
Icewild (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 cold Changes stats: +8 Str / +2 Wil Changes resistances: +5% arcane Vim when firing critical spell: +2.00 Spellpower: +25 (+4 eff.) Damage Shield penetration: +30% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 222.4 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Layurawe the Shiverobsidian (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Wil / +3 Con Changes resistances: +6% cold Mental save: +6 (+1 eff.) A cap made of leather. |
Dairudil the Shiverblack (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Mag / +4 Wil Changes resistances: +3% cold Changes damage: +3% lightning / +5% blight / +9% cold / +6% arcane / +3% nature Spell crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
16 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
1886 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
63 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
StrikespitterPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning / 12 fire Changes resistances: +12% temporal / +6% fire Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +15 (+2 eff.) Light radius: +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 lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Kindlepunish the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +5 Wil Changes resistances: +6% temporal Changes resistances penetration: +20% light Changes damage: +24% cold / +9% temporal Critical mult.: +15.00% Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Spellpower: +8 (+1 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rhimaldir the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +5% arcane Critical mult.: +15.00% Physical save: +23 (+4 eff.) Light radius: +7 Healing mod.: +43% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 115.26 cold damage and 86.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cutholagas the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +11% nature Changes damage: +6% nature See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gleamgrinder the iron pickaxe (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +1 Str Changes resistances: +5% arcane Changes resistances penetration: +10% light / +5% arcane Changes damage: +15% arcane Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe of wreckage (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +4 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Sparkbloom (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind Changes stats: +3 Cun / +8 Str Changes resistances: +17% temporal Changes resistances penetration: +20% mind Changes damage: +15% lightning Maximum hate: +11.62 Maximum psi: +58.09 Mindpower: +20 (+4 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Sunfury the voratun pickaxe (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Str / +3 Cun / +1 Con Changes resistances: +17% fire / +14% nature / +8% darkness Changes damage: +9% acid / +3% fire / +7% nature Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elven-wood totem of stinging 'Cracklesun' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 arcane / 8 lightning Changes stats: +2 Wil Changes resistances penetration: +20% arcane Changes damage: +9% lightning Mana when firing critical spell: +2.09 Vim when firing critical spell: +2.09 Maximum mana: +80.00 It can be used to sting an enemy dealing 608 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm wand of lightning storm [power 152] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (431 total damage) Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bloomradiance [power 170] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes damage: +3% nature Disease immunity: +20% Silence immunity: +20% Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 96 lightning damage and will be dazed for 1 turn (482 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xuba the yew wand of lightning storm [power 302] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +18% acid Changes resistances penetration: +25% blight Changes damage: +9% arcane Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 171 lightning damage and will be dazed for 1 turn (856 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By zeeeeeeee the Lich Zephyr level 42
2nd Flare 123rd year of Ascendancy at 07:21 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By zeeeeeeee the Lich Zephyr level 50
38th Regrowth 124th year of Ascendancy at 11:48 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By zeeeeeeee the Lich Zephyr level 42
3rd Summertide 123rd year of Ascendancy at 08:05 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By zeeeeeeee the Lich Zephyr level 50
13rd Regrowth 124th year of Ascendancy at 11:34 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By zeeeeeeee the Lich Zephyr level 46
69th Dusk 123rd year of Ascendancy at 16:57 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By zeeeeeeee the Lich Zephyr level 50
23rd Pyre 124th year of Ascendancy at 08:37 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By zeeeeeeee the Lich Zephyr level 50
11st Regrowth 124th year of Ascendancy at 06:35 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By zeeeeeeee the Lich Zephyr level 45
14th Dusk 123rd year of Ascendancy at 14:06 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By zeeeeeeee the Lich Zephyr level 37
24th Pyre 123rd year of Ascendancy at 04:32 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By zeeeeeeee the Lich Zephyr level 46
61st Dusk 123rd year of Ascendancy at 05:27 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By zeeeeeeee the Lich Zephyr level 9
50th Haze 122nd year of Ascendancy at 18:43 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By zeeeeeeee the Lich Zephyr level 50
36th Regrowth 124th year of Ascendancy at 12:17 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By zeeeeeeee the Lich Zephyr level 50
18th Regrowth 124th year of Ascendancy at 11:34 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By zeeeeeeee the Lich Zephyr level 44
6th Flare 123rd year of Ascendancy at 05:58 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By zeeeeeeee the Lich Zephyr level 31
66th Regrowth 123rd year of Ascendancy at 08:45 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By zeeeeeeee the Lich Zephyr level 50
11st Pyre 124th year of Ascendancy at 19:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By zeeeeeeee the Lich Zephyr level 23
44th Regrowth 123rd year of Ascendancy at 22:21 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By zeeeeeeee the Lich Zephyr level 38
44th Pyre 123rd year of Ascendancy at 13:48 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By zeeeeeeee the Lich Zephyr level 40
73rd Pyre 123rd year of Ascendancy at 06:24 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By zeeeeeeee the Lich Zephyr level 50
57th Regrowth 124th year of Ascendancy at 17:52 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By zeeeeeeee the Lich Zephyr level 50
18th Regrowth 124th year of Ascendancy at 12:55 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By zeeeeeeee the Lich Zephyr level 27
55th Regrowth 123rd year of Ascendancy at 15:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By zeeeeeeee the Lich Zephyr level 48
69th Dusk 123rd year of Ascendancy at 18:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zeeeeeeee the Lich Zephyr level 10
62nd Haze 122nd year of Ascendancy at 01:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By zeeeeeeee the Lich Zephyr level 20
19th Regrowth 123rd year of Ascendancy at 16:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By zeeeeeeee the Lich Zephyr level 30
61st Regrowth 123rd year of Ascendancy at 05:17 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By zeeeeeeee the Lich Zephyr level 40
72nd Pyre 123rd year of Ascendancy at 11:17 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By zeeeeeeee the Lich Zephyr level 50
47th Haze 123rd year of Ascendancy at 16:58 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By zeeeeeeee the Lich Zephyr level 50
26th Pyre 124th year of Ascendancy at 21:02 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By zeeeeeeee the Lich Zephyr level 50
57th Regrowth 124th year of Ascendancy at 00:07 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By zeeeeeeee the Lich Zephyr level 22
38th Regrowth 123rd year of Ascendancy at 11:57 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By zeeeeeeee the Lich Zephyr level 50
33rd Regrowth 124th year of Ascendancy at 11:19 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By zeeeeeeee the Lich Zephyr level 36
5th Pyre 123rd year of Ascendancy at 21:35 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By zeeeeeeee the Lich Zephyr level 45
59th Dusk 123rd year of Ascendancy at 04:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By zeeeeeeee the Lich Zephyr level 28
58th Regrowth 123rd year of Ascendancy at 22:50 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By zeeeeeeee the Lich Zephyr level 44
6th Flare 123rd year of Ascendancy at 08:56 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By zeeeeeeee the Lich Zephyr level 50
11st Pyre 124th year of Ascendancy at 19:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zeeeeeeee the Lich Zephyr level 5
22nd Haze 122nd year of Ascendancy at 22:49 see stats
The Old Ones (Insane (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By zeeeeeeee the Lich Zephyr level 50
17th Regrowth 124th year of Ascendancy at 12:21 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By zeeeeeeee the Lich Zephyr level 31
71st Regrowth 123rd year of Ascendancy at 05:32 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By zeeeeeeee the Lich Zephyr level 37
37th Pyre 123rd year of Ascendancy at 20:46 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By zeeeeeeee the Lich Zephyr level 50
11st Pyre 124th year of Ascendancy at 19:13 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By zeeeeeeee the Lich Zephyr level 50
10th Regrowth 124th year of Ascendancy at 19:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zeeeeeeee the Lich Zephyr level 5
37th Haze 122nd year of Ascendancy at 18:38 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By zeeeeeeee the Lich Zephyr level 30
63rd Regrowth 123rd year of Ascendancy at 16:46 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By zeeeeeeee the Lich Zephyr level 49
24th Haze 123rd year of Ascendancy at 02:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By zeeeeeeee the Lich Zephyr level 22
23rd Regrowth 123rd year of Ascendancy at 02:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By zeeeeeeee the Lich Zephyr level 17
5th Allure 123rd year of Ascendancy at 08:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By zeeeeeeee the Lich Zephyr level 42
3rd Summertide 123rd year of Ascendancy at 00:53 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By zeeeeeeee the Lich Zephyr level 42
2nd Mirth 123rd year of Ascendancy at 20:34 see stats
Log
Zeeeeeeee's spell attains critical power!
Personal New Achievement: Now, this is impressive! (Insane (Roguelike) difficulty)!
Talent Lightning Phase is ready to use.
Thunderstorm hits Linaniil, Supreme Archmage of Angolwen for 59 lightning, 1856 cold, 99 fire, 59 lightning, 104 cold, 229 lightning, 59 lightning, 40 arcane (2504 total damage).
zeeeeeeee hits Linaniil, Supreme Archmage of Angolwen for 270 lightning, 457 fire, 270 lightning, 481 cold, 1055 lightning (2534 total damage).
Zeeeeeeee's Storm Sentinel hits Linaniil, Supreme Archmage of Angolwen for 41 fire, 43 cold, 70 lightning, 16 arcane, 52 lightning, 88 fire, 52 lightning, 92 cold, 203 lightning, 52 lightning, 35 arcane, 2 fire, 2 cold, 3 lightning, 1 arcane, 2 lightning, 4 fire, 2 lightning, 4 cold, 8 lightning, 2 lightning, 1 arcane, 2 fire, 2 cold, 4 lightning, 1 arcane, 3 lightning, 5 fire, 3 lightning, 5 cold, 12 lightning, 3 lightning, 2 arcane, 13 lightning, 22 fire, 13 lightning, 23 cold, 51 lightning, 13 lightning, 9 arcane, 1 fire, 1 cold, 2 lightning, 0 arcane, 2 lightning, 3 fire, 2 lightning, 3 cold, 6 lightning, 2 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 0 arcane, 1 lightning, 2 fire, 1 lightning, 2 cold, 4 lightning, 1 lightning, 1 arcane, 79 lightning, 134 fire, 79 lightning, 141 cold, 310 lightning, 79 lightning, 54 arcane (1875 total damage).
Absorb Essence hits zeeeeeeee for 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [732 healing].
Zeeeeeeee's Storm Sentinel killed Linaniil, Supreme Archmage of Angolwen!
Talent Rune: Manasurge is ready to use.
Zeeeeeeee picks up ( .): prismatic hardened leather armour of clarity (9 def, 6 armour).
Zeeeeeeee picks up (1.): sentry's quiver of yew arrows (45/45, 38-52 power, 16 apr).
Zeeeeeeee picks up (P.): truestriking dwarven-steel greatmaul (42-64 power, 2 apr).
Zeeeeeeee picks up ( .): hardened leather armour of Eyal (9 def, 6 armour).
Zeeeeeeee picks up ( .): pair of dwarven-steel boots of phasing (0 def, 4 armour).
Zeeeeeeee picks up ( .): traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
Zeeeeeeee picks up (2.): quiver of yew arrows of grasping (21/21, 31-43 power, 10 apr).
Zeeeeeeee picks up (U.): Cuthedunavor the Airwreath.
Zeeeeeeee's storm dissipates.
Zeeeeeeee is no longer out of phase.
Talent Phase Door is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Disperse Magic is ready to use.
Talent Hail of Destruction is ready to use.
Zeeeeeeee stops surging mana.
Talent Rune: Stormshield is ready to use.
Zeeeeeeee is no longer surging arcane power.
The furious lightning storm around zeeeeeeee calms down and disappears.















































































































































