










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Shalore |
Class | Archmage |
Level / Exp | 33 / 13% |
Size | medium |
Lifes / Deaths | Killed by Gloralrasewyn the netherworm mass at level 33 on the 65th Pyre 123rd year of Ascendancy at 21:57 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 10 (base 10) |
Magic | 87 (base 60) |
Willpower | 93 (base 60) |
Cunning | 24 (base 21) |
Resources
Life | -45/336 |
Mana | 194/1007 |
Healing Factor | 1.0000003099961 |
Regeneration | 3.2500010074873 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 34 |
Accuracy | 11 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +56% |
Temporal | +12% |
Nature | +12% |
Arcane | +19% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +10% |
Temporal | +25% |
Blight | +5% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 2 |
Physical Save | 15 |
Spell Save | 45 |
Mental Save | 37 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 18%( 70%) |
Cold | + 30%( 70%) |
All | + 9%( 70%) |
Darkness | + 29%( 70%) |
Light | + 12%( 70%) |
Temporal | + 21%( 70%) |
Fire | + 14%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Confusion Resistance | 32% |
Instadeath Resistance | 100% |
Poison Resistance | 19% |
Silence Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1958% for 10 turns (166 total) and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 553 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ritch stinger. * You've found the needed sandworm tooth. 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 chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice ant stinger. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +2 Wil offense ------ Spellpower +15 (+4 eff.) Ignore Shields +20% defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +2% Silence Resist +21% Confus Resist +22% Stun Resist +22% other ------- Vim-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +25% acid +25% temporal defense ------ Resistance +18% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +5% lightning +10% light defense ------ Armor +3 Fatigue +5% Resistance +6% fire +3% light +16% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +8% nature +10% blight Poison Resist +19% Disease Resist +17% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% lightning +12% nature Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Resistance +6% acid Life Regen +3.00 Stun Resist +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Wil +10 Mag offense ------ Physical Crit +4.0% Spell Crit +4% Critical power +8.00% Physical Power +4 (+2 eff.) Damage +9% arcane Ignore resists +5% blight Ignore Shields +10% defense ------ Resistance +6% darkness Spell save +3 (+1 eff.) other ------- Mana/turn +0.21 Max mana +37.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +13.00% Spellpower +14 (+4 eff.) Spellpower/crit +7 Damage +20% lightning other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 34.01 to 40.81 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +6.0% Spell Crit +10% Mind Crit +10% Critical power +7.00% On-Hit 8 cold Damage +5% cold defense ------ Armor +3 Fatigue +5% Resistance +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +10% Spellpower +23 (+6 eff.) Damage +10% arcane +12% temporal defense ------ Resistance +9% all other ------- Mana/turn +0.14 Max mana +91.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Resistance +16% darkness +13% temporal Spell save +9 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +16 Wil offense ------ Spell Crit +5% Damage +9% lightning other ------- Max mana +100.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 104.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 118.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 1648% for 10 turns (140 total) and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 93 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 14 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 7 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 2 light defense ------ Armor +6 Resistance +6% blight Crit Resistance 15.00% Spell save +15 (+5 eff.) Mind save +3 (+2 eff.) Life +20.00 Blind Resist +16% Knockbk Resist +20% other ------- Infravision +6 Sight +2 See Invis +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +12% nature +9% mind On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Fatigue -6% Resistance +6% nature Physical save +16 (+10 eff.) Spell save +15 (+5 eff.) Mind save +18 (+7 eff.) Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +18% fire Ignore resists +25% cold defense ------ Crit Resistance 15.00% Physical save +15 (+10 eff.) Spell save +14 (+4 eff.) Mind save +13 (+5 eff.) other ------- See Invis +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.2 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (164). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.10 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Fatigue -5% Resistance +6% acid +3% cold +6% light Physical save +11 (+8 eff.) Spell save +14 (+4 eff.) Mind save +16 (+6 eff.) Life Regen +2.00 Confus Resist +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +11% physical Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Resistance +11% physical other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun defense ------ Resistance +6% mind Mind save +8 (+4 eff.) Confus Resist +31% other ------- Light +3 Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +1 Cun offense ------ Spellpower +6 (+2 eff.) On-Hit 8 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +17 (+12 eff.) Sharp, long, and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +11 (+3 eff.) Damage +15% darkness defense ------ Defense +30 (+15 eff.) Resistance +6% lightning +3% blight Life Regen +0.80 Healmod +15% Disease Resist +10% Cut Resist +20% Stun Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +32% lightning Ignore resists +10% acid defense ------ Armor +6 Defense +25 (+13 eff.) other ------- Max stamina +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +11 Wil offense ------ Spell Crit +3% Critical power +10.00% Spellpower +9 (+3 eff.) Mindpower +15 (+5 eff.) Damage +15% light +20% physical On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Defense +11 (+6 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 100.79 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +5% arcane +3% lightning Spell save +6 (+2 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +7 Wil offense ------ When Hit 8 acid On-Hit (Melee): * 10% chance to reduce armor by 40% defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+5 eff.) Resistance +13% darkness +18% temporal Physical save +7 (+6 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+7 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% nature Ignore resists +10% light +15% lightning On-Hit (Melee): * 10% chance to reduce armor by 40% defense ------ Resistance +9% lightning +6% light +18% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +5 (+3 eff.) Resistance +16% lightning +7% all Crit Resistance 10.00% Healmod +5% Poison Resist +10% Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +5 (+2 eff.) Damage +6% light +7% darkness defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Mag +6 Wil offense ------ Damage +10% acid +16% physical +10% fire +10% lightning +18% cold defense ------ Resistance +12% acid +13% physical +23% cold +12% fire +5% lightning +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Dex +3 Cun offense ------ Mindpower +6 (+2 eff.) On-Hit 9 blight 19 mind 20 darkness Damage +10% blight Ignore resists +20% lightning +20% nature On-Hit (Melee): * 22% chance to reduce all saves and defense by 28 defense ------ Armor +3 Resistance +8% blight +9% lightning Physical save +10 (+7 eff.) Mind save -12 (-6 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% other ------- Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 5 lightning Damage +6% lightning +6% arcane defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 4.0 Encumbrance T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil offense ------ Damage +35% fire defense ------ Defense +13 (+7 eff.) Fatigue +4% Resistance +35% fire Meteor Rain: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 69.50 fire and 69.50 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+8 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +9 Wil offense ------ Mind Crit +6% Damage +10% darkness +12% fire Ignore resists +15% cold defense ------ Defense +2 (+1 eff.) Resistance +15% darkness +18% fire Crit Resistance 10.00% Mind save +16 (+6 eff.) other ------- See Invis +6 Hateful Whisper: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 127 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+6 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 14.00 mind and 14.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.00 mind and 3.00 darkness damage per turn and increases cooldowns by 25%. Haunted: Causes the target to suffer 5.40 mind and 5.40 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +10% Life Regen +2.90 other ------- Infravision +5 See Stealth +6 See Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 57% and attempts to push all creatures other than yourself out of its radius, inflicting 11.33 light damage and 11.33 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +2% Damage +8% blight +9% arcane defense ------ Armor +9 Defense +6 (+3 eff.) Fatigue +3% Resistance +4% all Physical save +8 (+6 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +4 Mag +5 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) Damage +6% light When Hit 4 light defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Defense +2 (+1 eff.) Physical save +10 (+7 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +7 Wil offense ------ Damage +12% acid defense ------ Defense +2 (+1 eff.) Resistance +18% acid Physical save +7 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +12% blight Crit Resistance 15.00% Physical save +6 (+5 eff.) Life +46.00 Silence Resist +10% Confus Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Str +2 Dex +8 Wil other ------- Light +7 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 37.79 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +7 (+3 eff.) other ------- Light +6 See Stealth +11 See Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +21% blight Ignore resists +10% blight When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +5% arcane +9% blight Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +9% cold +3% light +5% arcane Spell save +3 (+1 eff.) Fire a magical bolt dealing 250 lightning damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Shahesh the Shalore Archmage level 20
2nd Wintertide 123rd year of Ascendancy at 05:03 see stats
By Shahesh the Shalore Archmage level 32
42nd Pyre 123rd year of Ascendancy at 19:25 see stats
By Shahesh the Shalore Archmage level 28
67th Regrowth 123rd year of Ascendancy at 21:56 see stats
By Shahesh the Shalore Archmage level 23
28th Regrowth 123rd year of Ascendancy at 22:16 see stats
By Shahesh the Shalore Archmage level 30
5th Pyre 123rd year of Ascendancy at 22:50 see stats
By Shahesh the Shalore Archmage level 10
49th Dusk 122nd year of Ascendancy at 12:53 see stats
By Shahesh the Shalore Archmage level 20
61st Haze 122nd year of Ascendancy at 22:42 see stats
By Shahesh the Shalore Archmage level 30
77th Regrowth 123rd year of Ascendancy at 04:18 see stats
By Shahesh the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 17:51 see stats
By Shahesh the Shalore Archmage level 19
47th Haze 122nd year of Ascendancy at 01:03 see stats
By Shahesh the Shalore Archmage level 29
68th Regrowth 123rd year of Ascendancy at 21:34 see stats
By Shahesh the Shalore Archmage level 23
28th Regrowth 123rd year of Ascendancy at 22:16 see stats
By Shahesh the Shalore Archmage level 9
48th Dusk 122nd year of Ascendancy at 19:43 see stats
By Shahesh the Shalore Archmage level 25
45th Regrowth 123rd year of Ascendancy at 01:20 see stats
By Shahesh the Shalore Archmage level 21
18th Regrowth 123rd year of Ascendancy at 12:06 see stats
By Shahesh the Shalore Archmage level 17
28th Haze 122nd year of Ascendancy at 13:14 see stats
Log
Shahesh casts Lightning.
Shahesh hits Something for (16 flat reduction), 305 lightning (305 total damage).
Something performs a melee critical strike against Shahesh!
Something performs a melee critical strike against Shahesh!
Your time shield crumbles under the damage!
The fabric of time around Shahesh stabilizes to normal.
The powerful time-altering energies generate a restoration field on Shahesh.
Shahesh is crippled.
Something performs a melee critical strike against Shahesh!
Shahesh is disarmed!
Something performs a melee critical strike against Shahesh!
Shahesh vanishes from sight.
Shahesh deactivates Secrets of the Eternals.
Something leeches life from Shahesh!
Shahesh hits Something for 294 healing, 80 healing, 365 healing, 11 healing, 86 healing, 336 healing, 91 healing (0 total damage) [1264 healing].
Something hits Shahesh for (436 to time), 0 physical, (10 to time), 0 arcane, (74 to time), 0 darkness, (26 to time), (270 absorbed), 0 darkness, (74 absorbed), 0 darkness, (500 absorbed), (68 mana), 0 physical, (10 absorbed), (10 mana), 0 arcane, (79 absorbed), (79 mana), 0 darkness, (309 absorbed), (309 mana), 0 darkness, (84 absorbed), (84 mana), 0 darkness (0 total damage).
Something performs a melee critical strike against Shahesh!
Shahesh deactivates Disruption Shield.
Shahesh's disruption shield collapses and then explodes in a powerful manastorm!
Shahesh's spell attains critical power!
Something performs a melee critical strike against Shahesh!
Shahesh resists the stun!
Something leeches life from Shahesh!
Hurricane from Shahesh hits Mirror Image (Gloralrasewyn the netherworm mass) for 0 lightning damage.
Shahesh hits Something for 365 healing, 11 healing, 33 healing (0 total damage) [409 healing].
Something hits Shahesh for (600 absorbed), (600 mana), 295 physical, 10 arcane, 76 darkness (381 total damage).
Shahesh the level 33 shalore archmage was shadowed to death by Gloralrasewyn the netherworm mass on level 3 of Lake of Nur.
The furious lightning storm around Shahesh calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.