










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 | Female |
Race | Thalore |
Class | Anorithil |
Level / Exp | 24 / 92% |
Size | medium |
Lifes / Deaths | Killed by Polywen the gigantic sandworm tunneler at level 24 on the 45th Regrowth 123rd year of Ascendancy at 01:39 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 45 (base 44) |
Magic | 70 (base 54) |
Willpower | 17 (base 10) |
Cunning | 16 (base 13) |
Resources
Life | -316/641 |
Mana | 325/325 |
Negative | 99/119 |
Positive | 70/119 |
Healing Factor | 1.2511689881047 |
Regeneration | 5.3174681994449 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 33 |
Accuracy | 9 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Darkness | +27% |
Light | +48% |
Temporal | +19% |
Fire | +10% |
Arcane | +16% |
Mind | +13% |
All | +7% |
Offense: Damage Penetration
Light | +5% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 1 |
Physical Save | 24 |
Spell Save | 28 |
Mental Save | 29 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 16%( 70%) |
All | + 11%( 70%) |
Darkness | + 21%( 70%) |
Light | + 26%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 19%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 64% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Disarm Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 36 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 399 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 254/254 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aluwen. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. 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 minotaur nose. * You've found the needed orc heart. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within10 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +18% light Ignore resists +5% light When Hit 4 light defense ------ Armor +1 Resistance +12% lightning +6% temporal +6% light A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Cun offense ------ Damage +3% fire defense ------ Resistance +9% fire other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +7 Fatigue +1% Resistance +3% blight +11% darkness +5% arcane +11% light Unlife -60.00 life Life +60.00 Life Regen +2.00 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 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 heal for 47. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% acid Spell save +6 (+3 eff.) Life Regen +2.00 Confus Resist +10% Stun Resist +40% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag offense ------ Spellpower +5 (+1 eff.) On-Hit 22 light On-Ranged-Hit 28 light Damage +23% light Ignore Shields +20% defense ------ Armor +8 other ------- Max mana +40.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +33 (+8 eff.) Ignore resists +15% arcane defense ------ Mind save +6 (+3 eff.) other ------- Vim-on-crit +2.00 Max psi +10.00 Max vim +20.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] 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: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Defense +7 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 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 139.60 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +15 (+7 eff.) Spellpower +20 (+5 eff.) On-Hit 6 nature Damage +5% nature +6% mind defense ------ Armor +6 Resistance +7% nature +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +15 (+3 eff.) Damage +12% temporal +9% arcane +7% all defense ------ Resistance +9% all other ------- Max mana +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Defense +7 (+5 eff.) Resistance +9% acid +9% temporal Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +3 Wil defense ------ Resistance +11% lightning Crit Resistance 5.00% Mind save +15 (+7 eff.) Stun Resist +24% other ------- Max psi +10.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 691% 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 Magic stat. 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 [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. 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: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 210.79 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 436 damage for 4 turns. Its effects scale with your Strength 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +3% acid defense ------ Resistance +14% light +13% darkness Healmod +10% Blind Resist +26% Cut Resist +40% other ------- Max hate +8.00 Masteries +0.15 Celestial/Circles Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 146 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +6 Resistance +10% mind +3% fire Mind save +3 (+1 eff.) Blind Resist +10% Poison Resist +10% Confus Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Critical power +10.00% Damage +6% mind defense ------ Defense +30 (+16 eff.) Unlife -20.00 life other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +11 Damage +18% arcane Ignore resists +15% mind defense ------ Spell save +6 (+3 eff.) other ------- Mana/turn +0.22 Psi when Hit +0.08 Max mana +32.00 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind +12% fire When Hit 8 acid 2 mind 4 light defense ------ Resistance +6% light +24% fire other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +1% Mindpower +15 (+8 eff.) Damage +11% fire Ignore resists +5% mind defense ------ Resistance +9% lightning +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +25% acid +5% temporal When Hit 2 acid On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil offense ------ Damage +27% nature +15% mind Ignore resists +5% nature When Hit 4 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Mind save +14 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire +12% nature +3% darkness When Hit 6 light On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Resistance +24% fire other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Mag offense ------ Critical power +30.00% Damage +9% mind Ignore Armor +3 defense ------ Spell save +4 (+2 eff.) other ------- Psi when Hit +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+4 eff.) defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego] Disrupt Weapon Damage 45.5 - 68.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 20 arcane resource burn Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 cold +7 temporal While equipped: defense ------ Resistance +6% temporal Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: defense ------ Resistance +9% acid +8% lightning +8% cold +10% fire +4% all Spell save +8 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +5 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 24.0 - 31.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 mind On Hit: * 11% chance to reduce all saves and defense by 12 While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +7 light Damage Against +17% Undead While equipped: Stats +3 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +10% physical defense ------ Disarm Resist +27% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 21.5 - 34.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Damage +15% darkness Accuracy +10 (+10 eff.) When Hit 6 darkness defense ------ Defense +12 (+7 eff.) Resistance +12% acid +9% nature Disarm Resist +35% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 mind On Hit: * 21% chance to reduce all saves and defense by 12 While equipped: Stats +2 Cun +3 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Random Unique] Arcane/Nature/Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +10 fire On-crit, radius 2 +17 acid +29 nature While equipped: offense ------ Physical Crit +8.0% Critical power +11.00% Damage +9% physical Ignore resists +10% acid +8% nature +25% darkness Ignore Armor +13 Blunt and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 21.0 - 25.2 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: offense ------ Spell Crit +4% Spellpower +14 (+3 eff.) Damage +21% lightning Ignore resists +5% mind When Hit 6 blight defense ------ Resistance +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master 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 +2 Mag +3 Wil offense ------ Spell Crit +9% Critical power +12.00% Spellpower +16 (+4 eff.) Spellpower/crit +4 Damage +15% cold Ignore resists +5% arcane Ignore Shields +10% other ------- Mana/turn +0.19 Mana-on-crit +2.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane 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 +8% Spellpower +13 (+3 eff.) Damage +20% lightning +20% cold +20% arcane +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane/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 +2 Mag +2 Wil +4 Con offense ------ Spell Crit +3% Spellpower +17 (+4 eff.) Damage +20% darkness defense ------ Life Regen +0.70 Healmod +15% other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane 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 +3% Spellpower +9 (+2 eff.) Damage +20% blight defense ------ Resistance +7% darkness +8% temporal Out-of-Phase Defense +7 Out-of-Phase Resistance +7% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff 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 [Rare] Arcane While equipped: offense ------ Critical power +10.00% Mindpower +15 (+8 eff.) Spellpower/crit +2 defense ------ Fatigue -5% other ------- Encumbrance +22 Max mana +20.00 Light +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: defense ------ Fatigue -5% Resistance +6% nature +6% fire Crit Resistance 15.00% Unlife -40.00 life Stun Resist +10% other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +32.00 A belt that goes around your waist. |
![]() rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% 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 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con offense ------ Damage +3% mind Ignore resists +20% mind +5% nature defense ------ Defense +2 (+2 eff.) Resistance +19% darkness +10% temporal Physical save +8 (+4 eff.) Life +54.00 Out-of-Phase Defense +10 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 T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 118.20 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +21 (+12 eff.) Resistance +3% lightning +3% nature Mind save +6 (+3 eff.) Life +20.00 Stun Resist +20% 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 [Rare] Nature While equipped: offense ------ Damage +3% cold +16% nature +3% mind Ignore resists +5% cold When Hit 4 mind 6 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Resistance +12% cold +24% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +6 Mag +6 Wil +10 Con offense ------ Spell Crit +1% Damage +18% lightning +17% physical +21% nature +32% cold defense ------ Resistance +10% lightning +44% cold +9% nature +15% all Poison Resist +36% Disease Resist +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +3% mind +7% all Crit Resistance 10.00% other ------- See Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+2 eff.) Damage +14% light defense ------ Resistance +21% light +13% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+0 eff.) Damage +7% acid +11% physical +7% fire +10% cold defense ------ Resistance +12% acid +12% physical +12% fire +10% cold +11% all Spell save +16 (+8 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +20% A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 light 8 darkness Damage +5% arcane +6% darkness +3% light defense ------ Armor +2 Fatigue +3% Resistance +15% cold +7% light +7% darkness Unlife -40.00 life 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. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane Accuracy +5 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% mind Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Life Regen +2.00 Disarm Resist +29% other ------- Stamina/turn +0.60 Max stamina +16.00 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] Psionic While equipped: offense ------ Accuracy +7 (+7 eff.) defense ------ Armor +2 Physical save +7 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +24% 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. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +1 Wil +2 Cun offense ------ Mindpower +5 (+3 eff.) Ignore Armor +6 On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +8% temporal +8% fire +5% cold Mind save +18 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +3% darkness +12% mind Ignore resists +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +3% light +3% darkness Mind save +5 (+2 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% acid defense ------ Armor +6 Defense +2 (+2 eff.) Resistance +9% nature +7% fire +9% darkness +8% cold Life Regen +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% other ------- Stamina when Hit +0.90 Equi when Hit +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% acid Mind save +11 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +12% light +14% darkness A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+3 eff.) Fatigue +12% Resistance +19% fire Life Regen +4.10 other ------- Stamina/turn +1.30 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Resistance +12% nature +10% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +12 (+7 eff.) Fatigue +7% Mind save +12 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +3 Mag +3 Wil +4 Cun defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Life +42.00 A suit of armour made of leather. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +2 Fatigue +8% Resistance +11% blight +11% physical +11% nature Windwall +11 Slow Projectiles +13% other ------- Talents +1 Block Handheld deflection devices. |
![]() 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. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +7 (+3 eff.) other ------- Light +7 See Stealth +5 See Invis +13 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. |
![]() 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 T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% acid defense ------ Resistance +3% blight +3% fire +9% temporal +6% lightning Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +15 (+7 eff.) Spellpower +10 (+2 eff.) Ignore Shields +30% defense ------ Armor +4 Defense +20 (+11 eff.) Physical save +18 (+9 eff.) Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 107 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 314 Base Damage: 149 Armor: 0 All Resist: 6 Puts all charms on 25 cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% 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: offense ------ Mind Crit +3% Damage +3% mind defense ------ Mind save +3 (+1 eff.) other ------- Equi when Hit +0.04 Hate-on-crit +2.00 Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 36. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (130 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 22% 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 Aluwen the Thalore Anorithil level 15
46th Haze 122nd year of Ascendancy at 17:28 see stats
By Aluwen the Thalore Anorithil level 23
6th Allure 123rd year of Ascendancy at 03:07 see stats
By Aluwen the Thalore Anorithil level 10
75th Dusk 122nd year of Ascendancy at 05:19 see stats
By Aluwen the Thalore Anorithil level 20
77th Haze 122nd year of Ascendancy at 09:26 see stats
By Aluwen the Thalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 18:36 see stats
By Aluwen the Thalore Anorithil level 17
63rd Haze 122nd year of Ascendancy at 19:02 see stats
By Aluwen the Thalore Anorithil level 24
9th Allure 123rd year of Ascendancy at 07:36 see stats
By Aluwen the Thalore Anorithil level 12
18th Haze 122nd year of Ascendancy at 11:46 see stats
By Aluwen the Thalore Anorithil level 12
20th Haze 122nd year of Ascendancy at 02:41 see stats
By Aluwen the Thalore Anorithil level 24
9th Allure 123rd year of Ascendancy at 23:29 see stats
By Aluwen the Thalore Anorithil level 16
62nd Haze 122nd year of Ascendancy at 02:13 see stats
Log
Aluwen uses Infusion: Healing.
Aluwen receives 226 healing from Infusion: Healing.
Aluwen casts Sun Flare.
Polywen the gigantic sandworm tunneler resists the blinding light!
Aluwen hits Polywen the gigantic sandworm tunneler for 288 light damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Aluwen's morale has been lowered.
Polywen the gigantic sandworm tunneler uses Adrenaline Surge.
Polywen the gigantic sandworm tunneler feels a surge of adrenaline.
Polywen the gigantic sandworm tunneler uses Grab.
Aluwen is pinned to the ground.
Polywen the gigantic sandworm tunneler hits Aluwen for 353 physical damage.
Melee retaliation hits Polywen the gigantic sandworm tunneler for 39 light, 19 darkness (58 total damage).
Aluwen casts Rune: Shatter Afflictions.
Aluwen is no longer pinned.
A shield forms around Aluwen.
There is a ladder to worldmap here (press '' or right click to use).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Polywen the gigantic sandworm tunneler uses Twist the Knife.
Polywen the gigantic sandworm tunneler performs a melee critical strike against Aluwen!
Your shield crumbles under the damage!
The shield around Aluwen crumbles.
Polywen the gigantic sandworm tunneler hits Aluwen for (36 absorbed), 579 physical (579 total damage).
Melee retaliation hits Polywen the gigantic sandworm tunneler for 39 light, 19 darkness (58 total damage).
Aluwen the level 24 thalore anorithil was squished to death by Polywen the gigantic sandworm tunneler on level 1 of Sandworm lair.
A shield forms around Aluwen.