Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Items Vault 1.7.0Donators/Buyers bonus! Auto Transmogrify on Rest 1.0.0Automatically Transmogrify things you'll never use when you rest. Rename tags 1.7.4Allows to rename tags instead of Tag-with-typo -> Untag -> Tag without typo. In version 1. 0. 1 tags are limited not to 25 characters, but to 1000. Beware, that too long lines will stretch item's dialog windows, so you'll have to guess (or remember) which menu item takes which position. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Possessor Bonus Class 1.7.4Donators/Buyers bonus! Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 26 / 91% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 25th Haze 122nd year of Ascendancy at 22:00 5 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 40 (base 37) |
Magic | 62 (base 42) |
Willpower | 62 (base 39) |
Cunning | 24 (base 12) |
Resources
Life | 293/293 |
Mana | 553/586 |
Soul | 14/17 |
Healing Factor | 1.2222297605396 |
Regeneration | 3.9722467217537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 49.286009934143 |
See Invisible | 46.286009934143 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 13 |
Crit Chance | 7% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +84% |
Light | +14% |
Blight | +29% |
Arcane | +29% |
Cold | +76% |
All | +2% |
Offense: Damage Penetration
Cold | +35% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 2 |
Physical Save | 19 |
Spell Save | 48 |
Mental Save | 39 |
Defense: Resistances
Blight | + 37%( 70%) |
Cold | + 55%( 70%) |
All | 0%( 70%) |
Darkness | + 67%( 70%) |
Light | -10%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 13%( 70%) |
Fire | -10%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Bleed Resistance | 25% |
Confusion Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 359 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 116 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 Magic 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 (50 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 of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 405.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Master of bones | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master necromancer | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Eternal Night |
talent | Aura of Undeath |
talent | Erupting Shadows |
talent | Hiemal Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 39. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) =!!RN10 RC20 DC15 Mspeed20 LR1= Frost Treads (1 def, 4 armour) =!!RN10 RC20 DC15 Mspeed20 LR1=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +31% Confusion immunity: +15% Light radius: +9 See stealth: +10 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Decayed Visage (0 def, 0 armour) =STASH= Decayed Visage (0 def, 0 armour) =STASH=Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +4 Mag / +5 Wil Changes resistances: +13% mind / +3% temporal Changes damage: +8% blight / +12% arcane Spell save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +20% Knockback immunity: +20% Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 22 power out of 3/45) : Effective talent level: 2.0 Power cost: 22 out of 3/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 23, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. This item has been sent to the Item's Vault. |
Tool | overpowered dwarven-steel torque of psionic shield [power 121] (27 cooldown) overpowered dwarven-steel torque of psionic shield [power 121] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 121 for 5 turns Activation puts all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of the Archlich =!!RD10 RC10 DD10 DC10= Ring of the Archlich =!!RD10 RC10 DD10 DC10=Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+4 eff.) Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Call of the Mausoleum. Talent level: +1 Boneyard. It can be used to activate talent Impending Doom (costing 34 power out of 4/40) : Effective talent level: 2.6 Power cost: 34 out of 4/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 111% of its remaining life (or 758.36, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. This item has been sent to the Item's Vault. |
On fingers | Branatodir the Tideterror =!!RD9 RC25 RPD9 RPC15 DC11= Branatodir the Tideterror =!!RD9 RC25 RPD9 RPC15 DC11=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 cold Changes resistances: +9% darkness / +25% cold Changes resistances penetration: +5% darkness / +15% cold Changes damage: +11% cold Rings make your fingers look great! |
Around waist | spiritwalker's rough leather belt of burglary =!!= spiritwalker's rough leather belt of burglary =!!=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +6 Mana each turn: +0.12 Maximum mana: +21.00 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Sceptre of the Archlich (150% power, 12 apr, darkness element) =STASH Necromancer= Sceptre of the Archlich (150% power, 12 apr, darkness element) =STASH Necromancer=Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. The set is complete. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Master necromancer +0.20 Spell / Master of flesh +0.20 Spell / Animus +0.20 Spell / Master of bones Spellpower: +40 (+10 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
On hands | Brightradiance the drakeskin leather gloves (0 def, 3 armour) =RB7 MP60= Brightradiance the drakeskin leather gloves (0 def, 3 armour) =RB7 MP60=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 blight Changes stats: +2 Wil Changes resistances: +7% blight Changes damage: +19% blight / +12% light Spell save: +18 (+6 eff.) Maximum mana: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +9 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Requires: - Level 25 Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. This item has been sent to the Item's Vault. |
Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =!!RD13 RT16 MM45= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =!!RD13 RT16 MM45=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +13% darkness / +16% temporal Spell save: +5 (+1 eff.) Maximum mana: +45.00 Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's copper amulet =!!Regen2 MSpeed10= wanderer's copper amulet =!!Regen2 MSpeed10=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; lightning, physical, arcane, temporal) Prismatic Rune (6 turns; lightning, physical, arcane, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 4 arcane, 3 temporal 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 92; dur 4; cd 22) acid wave rune of the duelist (damage 92; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 92.21 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 18; cd 18) blink rune of the titan (range 6; phase 18; cd 18)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: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
ethereal rune of the wizard (power 21; resist 20%; move 34%; dur 5; cd 20) ethereal rune of the wizard (power 21; resist 20%; move 34%; dur 5; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 34% faster, and you are invisible (power 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. |
shatter afflictions rune of the duelist (absorb 37; cd 13) shatter afflictions rune of the duelist (absorb 37; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 82; cd 22) shatter afflictions rune of the wizard (absorb 82; cd 22)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: 22 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 82 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 171; dur 3; cd 16) shielding rune (absorb 171; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 171 damage for 3 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 39; cd 13) teleportation rune of the duelist (range 39; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blazehacker =RLg6= Blazehacker =RLg6=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% lightning Changes damage: +6% arcane Critical mult.: +20.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +2% Amulets make your neck look great! |
Layitta =RPh7 Die-80= Layitta =RPh7 Die-80=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Str Changes resistances: +7% physical Changes resistances penetration: +5% physical Stamina each turn: +0.40 Only die when reaching: -80.00 life Amulets make your neck look great! |
copper amulet 'Jetmight' =RT12 RD3 RM6= copper amulet 'Jetmight' =RT12 RD3 RM6=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +12% temporal / +3% darkness / +6% mind Changes damage: +3% mind Pinning immunity: +22% Knockback immunity: +23% Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
grounding steel amulet =RLg12 RStun27= grounding steel amulet =RLg12 RStun27=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +27% Amulets make your neck look great! |
insulating steel amulet of strength (+4) =RC12 RF10= insulating steel amulet of strength (+4) =RC12 RF10=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
starlit steel amulet of constitution (+3) =RLt12 RD10 RBlind23= starlit steel amulet of constitution (+3) =RLt12 RD10 RBlind23=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% light / +10% darkness Blindness immunity: +23% Amulets make your neck look great! |
Vargh Redemption =RN10 RC25 DC15= Vargh Redemption =RN10 RC25 DC15=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 28.42 cold and 16.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper quartz ring =RN5 RB7 RStun30= copper quartz ring =RN5 RB7 RStun30=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+7 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) Changes resistances: +5% nature / +7% blight Poison immunity: +11% Disease immunity: +11% Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 137% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring of perseverance =Regen4 RStun25= gold ring of perseverance =Regen4 RStun25=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +4.00 Rings make your fingers look great! |
mule's copper ring of fire (+20%) =RF20 MaxEnc22= mule's copper ring of fire (+20%) =RF20 MaxEnc22=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +22 Rings make your fingers look great! |
mule's gold ring of light (+26%) =RLt26 MaxEnc25= mule's gold ring of light (+26%) =RLt26 MaxEnc25=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +26% light Changes damage: +13% light Maximum encumbrance: +25 Rings make your fingers look great! |
steel ring of aether (+11%) =RAr11= steel ring of aether (+11%) =RAr11=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings make your fingers look great! |
steel ring of corrosion (+20%) =RAc20= steel ring of corrosion (+20%) =RAc20=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
steel ring of darkness (+22%) =RD22= steel ring of darkness (+22%) =RD22=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
steel ring of fire (+24%) =RF24= steel ring of fire (+24%) =RF24=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
wizard's steel ring of perseverance =RStun22 Regen3= wizard's steel ring of perseverance =RStun22 Regen3=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Rings make your fingers look great! |
Staff of Bones (120% power, 4 apr, blight element) =STASH Necromancer= Staff of Bones (120% power, 4 apr, blight element) =STASH Necromancer=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Master of flesh +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +20% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
cruel elven-wood magestaff of illumination (129% power, 5 apr, cold element) =!!= cruel elven-wood magestaff of illumination (129% power, 5 apr, cold element) =!!=Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +9% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 132.28 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. |
blurring rough leather belt of unlife =Nobreathe Undead RB6= blurring rough leather belt of unlife =Nobreathe Undead RB6=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned rough leather belt of the mystic =RT6 RD6= nightruned rough leather belt of the mystic =RT6 RD6=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Mental save: +6 (+2 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
Blindterror the cashmere cloak (9 def, 0 armour) =RAr5= Blindterror the cashmere cloak (9 def, 0 armour) =RAr5=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +12% darkness Physical save: +8 (+4 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhydunalar the Winterbreacher (2 def, 0 armour) =RPC20 HP33= Rhydunalar the Winterbreacher (2 def, 0 armour) =RPC20 HP33=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +8 Str / +3 Mag / +2 Cun Changes resistances penetration: +20% cold / +10% fire Reduces incoming crit damage: 15.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nylin (0 def, 0 armour) =RM16 R*9= Nylin (0 def, 0 armour) =RM16 R*9=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +30 (+18 eff.) Armour penetration: +1 Changes resistances: +16% mind / +9% all Changes resistances penetration: +5% mind / +5% physical Changes damage: +16% mind Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of corrosion (+18%) (0 def, 0 armour) =RAc18 R*11= cashmere robe of corrosion (+18%) (0 def, 0 armour) =RAc18 R*11=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +18% acid / +11% all Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+21%) (0 def, 0 armour) =RF21 R*9= focusing woollen robe of fire (+21%) (0 def, 0 armour) =RF21 R*9=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +9% all / +21% fire Changes damage: +14% fire Mana each turn: +0.12 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of time (+12%) (0 def, 0 armour) =RT12 R*9= spellwoven woollen robe of time (+12%) (0 def, 0 armour) =RT12 R*9=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% temporal Changes damage: +12% temporal Spell save: +17 (+5 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed cashmere robe of darkness (+5%) (4 def, 4 armour) =RLt5 RD26 R*11 DL9 DD13 HP34 LR1= sunsealed cashmere robe of darkness (+5%) (4 def, 4 armour) =RLt5 RD26 R*11 DL9 DD13 HP34 LR1=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Changes stats: +6 Mag Changes resistances: +26% darkness / +5% light / +11% all Changes damage: +9% light / +13% darkness Maximum life: +34.00 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of lightning (+18%) (0 def, 0 armour) =RLg18 R*7= verdant linen robe of lightning (+18%) (0 def, 0 armour) =RLg18 R*7=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +18% lightning / +7% all Changes damage: +5% nature / +12% lightning Poison immunity: +23% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour) =RAc12 RPh11 RC11 RF11 R*9= woollen robe of alchemy (0 def, 0 armour) =RAc12 RPh11 RC11 RF11 R*9=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +11% physical / +11% fire / +11% cold / +9% all Changes damage: +5% acid / +7% physical / +5% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+18%) (0 def, 0 armour) =RC18 R*9 DC12= woollen robe of frost (+18%) (0 def, 0 armour) =RC18 R*9 DC12=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazesmash the pair of rough leather boots (0 def, 1 armour) =RAr5= Blazesmash the pair of rough leather boots (0 def, 1 armour) =RAr5=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 lightning Changes stats: +5 Dex / +3 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +12% lightning Physical save: +5 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Eilinuth the pair of rough leather boots (0 def, 1 armour) =Regen2= Eilinuth the pair of rough leather boots (0 def, 1 armour) =Regen2=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Reduces incoming crit damage: 15.00% Poison immunity: +20% Life regen: +2.00 Infravision radius: +1 Healing mod.: +10% A pair of boots made of leather. |
pair of rough leather boots 'Berekhad' (0 def, 1 armour) =RLg6 RT6 RAc9= pair of rough leather boots 'Berekhad' (0 def, 1 armour) =RLg6 RT6 RAc9=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +9% acid Spell save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Maximum psi: +10.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) =RF10= Flamewrought (0 def, 2 armour) =RF10=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 88% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 46.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ulydir the Obsidiannoon (0 def, 2 armour) =RLt7 RD6= Ulydir the Obsidiannoon (0 def, 2 armour) =RLt7 RD6=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Dex / +2 Mag / +1 Wil / +3 Cun Changes resistances: +7% light / +6% darkness Changes resistances penetration: +15% darkness Infravision radius: +2 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +18 light / +19 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 127.51 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Cureslicer' (0 def, 3 armour) =RB7= drakeskin leather gloves 'Cureslicer' (0 def, 3 armour) =RB7=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to slow global speed by 50% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 blight Damage when hit (Melee): 6 temporal Changes resistances: +7% blight Changes damage: +22% blight / +12% temporal When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +10 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Bariduvor' (0 def, 2 armour) =RB9= hardened leather gloves 'Bariduvor' (0 def, 2 armour) =RB9=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+6 eff.) Armour: +2 Damage when hit (Melee): 4 arcane Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +9% acid / +3% arcane Physical save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Dayrigor' (0 def, 2 armour) =RAc9 RPh3 RF6 RAr5 RT5= hardened leather gloves 'Dayrigor' (0 def, 2 armour) =RAc9 RPh3 RF6 RAr5 RT5=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 temporal Damage (Ranged): 9 temporal Changes resistances: +9% acid / +3% physical / +6% fire / +5% arcane / +5% temporal Changes damage: +9% light / +6% temporal When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) =RN5= naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) =RN5=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+7 eff.) Armour: +2 Damage (Melee): 11 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +5% nature When used to modify unarmed attacks: Power: 125% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of dexterity (+3) (0 def, 2 armour) =RM7= psychic's hardened leather gloves of dexterity (+3) (0 def, 2 armour) =RM7=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+11 eff.) Armour: +2 Damage (Melee): 7 mind Changes stats: +3 Dex Changes resistances: +7% mind Changes damage: +5% mind When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +5 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour) =RAc16= clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour) =RAc16=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) =RLg16= mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) =RLg16=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Psi each turn: +0.10 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
prismatic rough leather cap of the depths (0 def, 1 armour) =RC5 RLt10 RD10 Water= prismatic rough leather cap of the depths (0 def, 1 armour) =RC5 RLt10 RD10 Water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +10% light / +10% darkness Allows you to breathe in: water A cap made of leather. |
spellwoven linen wizard hat of light (+15%) (1 def, 0 armour) =RLt15= spellwoven linen wizard hat of light (+15%) (1 def, 0 armour) =RLt15=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% light Changes damage: +10% light Mana each turn: +0.12 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat of frost (+18%) (2 def, 0 armour) =RC18 DC12 DD5= starseer's cashmere wizard hat of frost (+18%) (2 def, 0 armour) =RC18 DC12 DD5=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% cold Changes damage: +7% temporal / +8% light / +12% cold / +3% physical / +5% darkness A pointy cloth hat, very wizardly... |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
150 alchemist agate 150 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. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang =!= Rungof's Fang =!=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart =!= Celia's Still Beating Heart =!=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 119 power out of 19/140. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh =!= Heart of Poosh =!=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) =!= 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 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 172 power out of 356/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand =RD12 RLt12= Lightbringer's Wand =RD12 RLt12=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 75 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Liliana Vess the Cornac Necromancer level 23
20th Haze 122nd year of Ascendancy at 23:27 see stats
By Liliana Vess the Cornac Necromancer level 23
17th Haze 122nd year of Ascendancy at 08:50 see stats
By Liliana Vess the Cornac Necromancer level 25
51st Haze 122nd year of Ascendancy at 13:29 see stats
By Liliana Vess the Cornac Necromancer level 24
42nd Haze 122nd year of Ascendancy at 18:18 see stats
By Liliana Vess the Cornac Necromancer level 18
70th Dusk 122nd year of Ascendancy at 01:40 see stats
By Liliana Vess the Cornac Necromancer level 24
43rd Haze 122nd year of Ascendancy at 04:52 see stats
By Liliana Vess the Cornac Necromancer level 17
16th Dusk 122nd year of Ascendancy at 20:09 see stats
By Liliana Vess the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 07:53 see stats
By Liliana Vess the Cornac Necromancer level 20
73rd Dusk 122nd year of Ascendancy at 04:52 see stats
By Liliana Vess the Cornac Necromancer level 18
45th Dusk 122nd year of Ascendancy at 02:20 see stats
By Liliana Vess the Cornac Necromancer level 17
20th Dusk 122nd year of Ascendancy at 19:24 see stats
By Liliana Vess the Cornac Necromancer level 9
2nd Mirth 122nd year of Ascendancy at 10:07 see stats
By Liliana Vess the Cornac Necromancer level 23
20th Haze 122nd year of Ascendancy at 23:27 see stats
By Liliana Vess the Cornac Necromancer level 15
14th Dusk 122nd year of Ascendancy at 16:25 see stats
By Liliana Vess the Cornac Necromancer level 17
25th Dusk 122nd year of Ascendancy at 15:16 see stats
By Liliana Vess the Cornac Necromancer level 9
6th Mirth 122nd year of Ascendancy at 07:08 see stats
By Liliana Vess the Cornac Necromancer level 17
25th Dusk 122nd year of Ascendancy at 05:15 see stats
By Liliana Vess the Cornac Necromancer level 18
69th Dusk 122nd year of Ascendancy at 10:49 see stats
Log
To celebrate the release's anniversary, I am happy to say I've slipped up
a little present in your inventory!
The fires have died out. Now only ashes remains.
The Fearscape is now positioned in high orbit over Eyal.
Prepare for the wrath of Urh'Rok !
Ashes of Urh'Rok, the first expansion for Tales of Maj'Eyal, offers new classes, lore, zones, ...
If you ever wondered why demons are attacking Eyal, where they come from or what their plans are, wait no more!
If you want to bring fiery doom to your foes, wait no more!
If you want to discover 2 new classes, a new race, 20 new artifacts, more than 10 thousands words of lore, new systems and tons of talents, wait no more!
For a brief moment you can smell pumpkins and then it vanishes.. strange..
You are no longer encumbered.
Your ring releases a burst of necromantic energy!
New shimmer option unlocked: Sceptre of the Archlich
You carry too much--you are encumbered!
Drop some of your items.
Liliana Vess deactivates Reaping.
Liliana Vess wears (replacing Staff of Bones (120% power, 4 apr, blight element) =STASH Necromancer=): Sceptre of the Archlich (150% power, 12 apr, darkness element) =STASH Necromancer=.
You carry too much--you are encumbered!
Drop some of your items.
Saving game...
You transfer Decayed Visage (0 def, 0 armour) =STASH= from the online item's vault.
Saving done.
You carry too much--you are encumbered!
Drop some of your items.
You transfer alchemist's drakeskin leather gloves (0 def, 3 armour) =STASH Brawler= to the online item's vault.
Saving done.
Saving game...
Saving done.
New shimmer option unlocked: Decayed Visage
Liliana Vess wears (replacing cashmere wizard hat of arcana (2 def, 0 armour) =!!=): Decayed Visage (0 def, 0 armour) =STASH=.
You gain 2.81 gold from the transmogrification of cashmere wizard hat of arcana (2 def, 0 armour).
You squeeze Celia's heart in your hand, absorbing part of her soul into your necrotic aura.
Liliana Vess casts Call of the Crypt.
Call of the Crypt is still on cooldown for 13 turns.