










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 16 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 73rd Dusk 122nd year of Ascendancy at 15:05 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 53 (base 43) |
| Willpower | 47 (base 33) |
| Cunning | 16 (base 11) |
Resources
| Life | -131/211 |
| Mana | 2/390 |
| Healing Factor | 1.3100003099961 |
| Regeneration | 5.0435011934852 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 5 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Arcane | +15% |
| Cold | +21% |
| All | 0% |
| Lightning | +46% |
| Light | +22% |
| Physical | +23% |
| Darkness | +16% |
| Fire | +15% |
| Nature | +13% |
Offense: Damage Penetration
| Physical | +7% |
| Lightning | +8% |
| Light | +15% |
| Fire | +8% |
| Darkness | +5% |
| Arcane | +8% |
| Cold | +8% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 30 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 26%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Confusion Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * '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.' 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 red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | [vs. scholar's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]scholar's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Spellpower: +4 (+2 eff.) (-) Movement speed: +25% (-) A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) Light radius: +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 | [vs. elven-silk wizard hat 'Lightveil' (3 def, 0 armour) (On head)]elven-silk wizard hat 'Lightveil' (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) (-) Changes resistances: +27%(-) lightning / +12%(-) physical / +14%(-) darkness / +6%(-) nature / +24%(-) acid Changes resistances penetration: +10%(-) nature / +15%(-) light Changes damage: +18%(-) lightning / +10%(-) physical / +11%(-) darkness / +12%(-) light / +16%(-) acid Maximum hate: +9.00 (-) Mindpower: +9 (+4 eff.) (-) Mental crit. chance: +3% (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]iron torque of gale force [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+8 eff.) (-) Life regen: +3.00 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)]wizard's steel ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +3 Mag / +0(-4) Wil Changes resistances: +20% light / +0%(-10%) nature Changes damage: +0%(-8%) physical / +10% light / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Spell save: +6 (+3 eff.) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. insulating rough leather belt of life (Around waist)]insulating rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) fire / +6%(-) cold Life regen: +0.60 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
| In main hand | [vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +8%(-) lightning / +8%(-) cold / +8%(-) arcane / +8%(-) fire Changes damage: +15%(-) lightning / +15%(-) cold / +15%(-) arcane / +15%(-) fire Talents granted: +1.00(-) Command Staff Spellpower: +9 (+4 eff.) (-) Spell crit. chance: +2% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | [vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]fearwoven linen robe of lightning (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15%(-) lightning / +7%(-) all Changes resistances penetration: +5%(-) darkness / +7%(-) physical Changes damage: +10%(-) lightning / +5%(-) physical / +5%(-) darkness Maximum hate: +6.00 (-) Mindpower: +5 (+2 eff.) (-) Mental crit. chance: +1% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Eremovon the Chillsweeper (1 def, 0 armour) (Cloak)]Eremovon the Chillsweeper (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 2(-) cold Changes resistances: +18%(-) cold Changes damage: +3%(-) lightning / +6%(-) cold Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. warrior's steel amulet of willpower (+3) (Around neck)]warrior's steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +6%(-) physical Stamina each turn: +0.20 (-) Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 566%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 566% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 240; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 20; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 16; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 21; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 182; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 182.23 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 73; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. warrior's steel amulet of willpower (+3) (Around neck)]insulating steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Wil / +3 Con Changes resistances: +11% fire / +0%(-6%) physical / +10% cold Stamina each turn: +0.00 (-0.20) Amulets make your neck look great! |
[vs. Ring of Growth (On fingers, 1 of 2)]savior's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +7 (+7 eff.) (-1 (-1 eff.)) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +20% Life regen: +0.00 (-3.00) Infravision radius: +3 See stealth: +6 See invisible: +5 Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-8%) lightning / +0%(-8%) cold / +0%(-8%) arcane / +0%(-8%) fire Changes damage: +0%(-15%) lightning / +15% temporal / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) fire Talents granted: +1.00(-) Command Staff Spellpower: +6 (+3 eff.) (-3 (-1 eff.)) Spell crit. chance: +2% (-) Staves designed for wielders of magic, by the greats of the art. |
[vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]potent ash magestaff of power (18-22 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(+3.0 - +3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-8%) lightning / +0%(-8%) cold / +0%(-8%) arcane / +0%(-8%) fire Changes damage: +18%(+3%) lightning / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) fire Talents granted: +1.00(-) Command Staff Spellpower: +12 (+5 eff.) (+3 (+1 eff.)) Spell crit. chance: +2% (-) Staves designed for wielders of magic, by the greats of the art. |
[vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel mace (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3(-0.5 - +2.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-8%) lightning / +0%(-8%) cold / +0%(-8%) arcane / +0%(-8%) fire Changes damage: +0%(-15%) lightning / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-2%) Blunt and deadly. |
[vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel dagger of dampening (13-17 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9(-2.0 - -1.1) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +9% acid / +10% lightning / +9% cold / +8% fire / +6% all Changes resistances penetration: +0%(-8%) lightning / +0%(-8%) cold / +0%(-8%) arcane / +0%(-8%) fire Changes damage: +0%(-15%) lightning / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) fire Talent granted: +0(+-1) Command Staff Spell save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-2%) Sharp, short and deadly. |
[vs. greater ash magestaff of breaching (15-18 power, 3 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. vined mindstar (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-10.0 - -12.5) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances penetration: +0%(-8%) lightning / +0%(-8%) cold / +0%(-8%) arcane / +0%(-8%) fire Changes damage: +0%(-15%) lightning / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) fire Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-9 (-4 eff.)) Spell crit. chance: +0% (-2%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. focusing linen robe of the mind (+12%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +0%(-15%) lightning / +12% mind / +7%(-) all Changes resistances penetration: +0%(-5%) darkness / +0%(-7%) physical Changes damage: +0%(-10%) lightning / +0%(-5%) physical / +12% mind / +0%(-5%) darkness Mana each turn: +0.10 Psi each turn: +0.11 Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +0%(-15%) lightning / +10% blight / +17% acid / +11% nature / +0%(-7%) all Changes resistances penetration: +0%(-5%) darkness / +0%(-7%) physical Changes damage: +0%(-10%) lightning / +0%(-5%) physical / +0%(-5%) darkness Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-1%) A suit of armour made of leather. |
[vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +0%(-15%) lightning / +0%(-7%) all Changes resistances penetration: +0%(-5%) darkness / +0%(-7%) physical Changes damage: +0%(-10%) lightning / +0%(-5%) physical / +0%(-5%) darkness Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-1%) A suit of armour made of leather. |
[vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of spell shielding (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +0%(-15%) lightning / +11% light / +11% darkness / +6% arcane / +0%(-7%) all Changes resistances penetration: +0%(-5%) darkness / +0%(-7%) physical Changes damage: +0%(-10%) lightning / +0%(-5%) physical / +0%(-5%) darkness Spell save: +13 (+7 eff.) Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-1%) A suit of armour made of leather. |
[vs. fearwoven linen robe of lightning (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour of acid resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +16% acid / +0%(-15%) lightning / +0%(-7%) all Changes resistances penetration: +0%(-5%) darkness / +0%(-7%) physical Changes damage: +0%(-10%) lightning / +0%(-5%) physical / +0%(-5%) darkness Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +0% (-1%) A suit of armour made of metal plates. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
[vs. elven-silk wizard hat 'Lightveil' (3 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. cleansing linen wizard hat of corrosion (+16%) (1 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-2 (-2 eff.)) Changes resistances: +16%(-8%) acid / +0%(-12%) physical / +0%(-14%) darkness / +6% blight / +5%(-1%) nature / +0%(-27%) lightning Changes resistances penetration: +0%(-10%) nature / +0%(-15%) light Changes damage: +11%(-5%) acid / +0%(-10%) physical / +0%(-11%) darkness / +0%(-12%) light / +0%(-18%) lightning Maximum hate: +0.00 (-9.00) Mindpower: +0 (+0 eff.) (-9 (-4 eff.)) Mental crit. chance: +0% (-3%) A pointy cloth hat, very wizardly... |
[vs. elven-silk wizard hat 'Lightveil' (3 def, 0 armour) (On head)]spellwoven linen wizard hat of blight (+10%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-27%) lightning / +0%(-12%) physical / +0%(-14%) darkness / +10% blight / +0%(-6%) nature / +0%(-24%) acid Changes resistances penetration: +0%(-10%) nature / +0%(-15%) light Changes damage: +0%(-18%) lightning / +0%(-10%) physical / +0%(-11%) darkness / +10% blight / +0%(-12%) light / +0%(-16%) acid Mana each turn: +0.11 Maximum hate: +0.00 (-9.00) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-9 (-4 eff.)) Mental crit. chance: +0% (-3%) A pointy cloth hat, very wizardly... |
[vs. elven-silk wizard hat 'Lightveil' (3 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. cleansing iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +5% Changes stats: +3 Str Changes resistances: +0%(-27%) lightning / +0%(-12%) physical / +0%(-14%) darkness / +6% blight / +6%(-) nature / +0%(-24%) acid Changes resistances penetration: +0%(-10%) nature / +0%(-15%) light Changes damage: +0%(-18%) lightning / +0%(-10%) physical / +0%(-11%) darkness / +0%(-12%) light / +0%(-16%) acid Maximum hate: +0.00 (-9.00) Mindpower: +0 (+0 eff.) (-9 (-4 eff.)) Mental crit. chance: +0% (-3%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +10% blight Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
81 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)]This item will automatically be transmogrified when you leave the level. bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-2.00) Light radius: +5 (-1) 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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Maximum life: +0.00 (-42.00) Light radius: +3 (-3) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 108.98 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 108.98 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 123 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]iron torque of mindblast [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]soothing iron torque of clear mind [power 1] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]evasive elm totem of summon tentacle [power 105] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to 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: 218 Base Damage: 110 Armor: 3 All Resist: 6 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]ash totem of healing [power 176] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]soothing ash totem of healing [power 188] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]elm wand of shielding [power 116] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. iron torque of gale force [power 105] (15 cooldown) (Tool)]quick ash wand of shielding [power 158] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Fizztandantilus the Shalore Archmage level 15
54th Dusk 122nd year of Ascendancy at 13:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By Fizztandantilus the Shalore Archmage level 10
1st Flare 122nd year of Ascendancy at 12:29 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Fizztandantilus the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:50 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Fizztandantilus the Shalore Archmage level 11
5th Flare 122nd year of Ascendancy at 19:08 see stats
Log
Fizztandantilus is not stunned anymore.
A shield forms around Fizztandantilus.
Fizztandantilus casts Lightning.
Fizztandantilus hits Horned Horror for (21 flat reduction), 6 lightning (6 total damage).
Fizztandantilus hits Thief for 36 lightning damage.
Horned Horror throws two quick punches.
Fizztandantilus is not dazed anymore.
Your shield crumbles under the damage!
The shield around Fizztandantilus crumbles.
Horned Horror hits Fizztandantilus for (67 absorbed), 24 physical, 11 lightning, 79 physical, 11 lightning (125 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 cold, (2 flat reduction), 0 cold (0 total damage).
The fabric of time around Fizztandantilus returns to normal.
Talent Command Staff is ready to use.
Talent Stone Wall is ready to use.
Talent Chain Lightning is ready to use.
Talent Arcane Reconstruction is ready to use.
LIFE LOST WARNING!
--------------------------------
Keyboard input temporarily disabled.
Fizztandantilus casts Arcane Reconstruction.
Fizztandantilus receives 280 healing.
Horned Horror lashes out with a flurry of fists.
Fizztandantilus vanishes from sight.
Fizztandantilus deactivates Secrets of the Eternals.
Horned Horror casts Chain Lightning.
Horned Horror casts Lightning.
Horned Horror hits Fizztandantilus for 78 physical, 11 lightning, 89 physical, 11 lightning, 84 physical, 11 lightning, 59 lightning (343 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 cold, (2 flat reduction), 0 cold, (2 flat reduction), 0 cold (0 total damage).
Fizztandantilus the level 16 shalore archmage was amped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.



























































































