










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Tome Ru (Русификатор, бета версия) 1.7.4Данный русификатор находится на стадии разработки (DLC не переведены). Также хочу отметить, что перевод не профессиональный и сделан энтузиастами, поэтому к различным ошибкам просьба относиться с пониманием. Вы можете оставлять свои отзывы, пожелания, а также делиться скриншотами с ошибками перевода в нашем русскоязычном discord по Tales of Maj'Eyal https://discord.gg/gNq4UC7 и даже сами начать участвовать в переводе! Всем приятной игры! Также за помощь в переводе и создании шрифтов благодарим команду Zone of Games. ВАЖНО! Чтобы включить русский язык, нужно в игре ПОСЛЕ СОЗДАНИЯ ПЕРСОНАЖА нажать ESC > Language и выбрать Russian. FAQ (часто задаваемые вопросы): - Почему не переведено главное меню? (Самая высшая версия аддона - самая актуальная) Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 50 / 123% |
Size | medium |
Lifes / Deaths | Killed by poison gas trap at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 23:21 3 / 6Killed by Harpa the halfling at level 21 on the 33rd Regrowth 123rd year of Ascendancy at 12:09 Killed by Gikira the Guard at level 24 on the 54th Regrowth 123rd year of Ascendancy at 08:35 Killed by Cyronn the scourge drake hatchling at level 35 on the 10th Flare 123rd year of Ascendancy at 06:24 Killed by Lisodatta the large white snake at level 43 on the 4th Decay 123rd year of Ascendancy at 00:19 Killed by Silidheba the gwelgoroth at level 44 on the 5th Decay 123rd year of Ascendancy at 22:54 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 54 (base 38) |
Constitution | 71 (base 51) |
Magic | 134 (base 60) |
Willpower | 60 (base 13) |
Cunning | 82 (base 60) |
Resources
Life | 1400/708 |
Mana | 538/538 |
Soul | 16/16 |
Vim | 351/351 |
Healing Factor | 1.581801953332 |
Regeneration | 9.886262208325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +27% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | -1001 |
Infravision | 13 |
See Stealth | 81.707788312366 |
See Invisible | 92.707788312366 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 129 |
Accuracy | 42 |
Crit Chance | 31% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 85% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +65% |
Arcane | +26% |
Cold | +35% |
All | +14% |
Darkness | +71% |
Light | +26% |
Temporal | +39% |
Physical | +77% |
Fire | +21% |
Lightning | +20% |
Offense: Damage Penetration
Darkness | +78% |
Mind | +40% |
Temporal | +39% |
Nature | +40% |
Physical | +39% |
Cold | +78% |
All | +25% |
Defense: Base
Armour (hardiness) | 98.146980750375 (84.687909656376%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 57 |
Mental Save | 42 |
Defense: Resistances
Lightning | + 45%( 70%) |
Light | + 58%( 80%) |
Physical | + 52%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 63%( 70%) |
Darkness | + 70%( 70%) |
All | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 10% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 56% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 145 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. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 945% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Death | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eradication | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Eternal Night |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Reaping |
talent | Aura of Undeath |
talent | Defensive Posture |
talent | Erupting Shadows |
talent | Discarded Refuse |
talent | Hiemal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 unlocked the hall of reflections. * 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: 1422. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +11 Mag +4 Wil dps ---------- Spell.pwr +30 (+5 eff.) ----- def ----- Armour +5 Resists +20% darkness ---------- misc Mana/turn +0.40 Blink to a nearby random location (rad 15) Puts all charms on 14 cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +2 Cun dps ---------- Spell.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +9% blight +9% arcane Melee Ret 8 blight 10 vim draining blight On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +5% arcane ---------- misc Max.vim +25.00 Vimsense: Level 3.5 Pwr.cost 14 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 28% and all saves by 48, 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. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +21% darkness Res.pen +15% nature Melee Ret 4 nature 8 darkness Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Dex +6 Mag +8 Wil +7 Cun +7 Con dps ---------- Mind.crit +1% Phys.pwr +6 (+2 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +20 (+6 eff.) Acc +10 (+3 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.08 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Phys.pwr +11 (+4 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +11 (+4 eff.) Mov.spd +17% Dmg.mod +12% all Acc +8 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +9% lightning Phys.save +9 (+3 eff.) Mind.save +3 (+1 eff.) HP.reg +1.00 Heal.mod +20% Pinning- +10% Stun/Frz- +23% Blinding Speed: Puts all charms on 22 cooldown Level 5.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +11 Mag +8 Wil dps ---------- Spell.crit +5% ---------- misc Mana/turn +0.18 Max.mana +20.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +42.00% Spell.pwr +23 (+4 eff.) Melee+ 31 fire Dmg.mod +33% physical ----- def ----- Armour +7 Defense +23 (+4 eff.) Resists +3% physical Die.at -40.00 life ---------- misc See.Invis +11 Wards +2 physical Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) Melee+ 6 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag +4 Wil +6 Cun dps ---------- Spell.crit +20% Spell.pwr +8 (+2 eff.) Dmg.mod +25% temporal +22% darkness +42% blight +30% physical +12% light Res.pen +14% temporal +14% physical Melee Ret 4 blight ----- def ----- Resists +30% blight +15% all Anom.red +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +20 (+7 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +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 | ![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +4 Mag +3 Wil +7 Cun +8 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +6% acid +7% fire +7% cold +6% lightning Res.pen +15% mind ----- def ----- Defense +20 (+3 eff.) Fatigue -8% Die.at -40.00 life HP.reg +5.00 ---------- misc Stam/turn +1.20 Max.stam +20.00 Masteries +0.30 Spell/Grave Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2 life, 0 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 13 life, 0 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 770 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 63.48 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 92 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. 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 227 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. 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 |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Con +7 Mag dps ---------- Phys.crit +4.0% Crit.mult +20.00% Acc +10 (+3 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Resists +5% arcane ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +9 (+3 eff.) Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Resists +11% temporal Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+7 eff.) Confus- +15% Pinning- +20% Knockbk- +21% ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +21% physical Apr +5 ----- def ----- Armour +4 Max.HP +24.00 Disarm- +25% Pinning- +24% Knockbk- +25% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% light Acc +4 (+1 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +21.00 Disarm- +23% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature +6% acid Res.pen +10% acid ----- def ----- Fatigue -4% Resists +22% nature Max.HP +20.00 Disarm- +20% Pinning- +24% Knockbk- +20% ---------- misc Max.enc +22 Hate/m.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +4 Con ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +17.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+1 eff.) Spell.save +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 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. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Spell.pwr +13 (+3 eff.) Dmg.mod +19% physical Phasing +12% Melee Ret 2 arcane ----- def ----- Defense +10 (+2 eff.) Shield.pwr +6% ---------- misc Mana/turn +0.12 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane A part of set. Power 31.2 - 37.5 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +4% Phys.pwr +12 (+4 eff.) Spell.pwr +24 (+4 eff.) Dmg.mod +10% arcane +25% fire ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Dex +10 Mag +3 Wil +4 Cun dps ---------- Spell.crit +15% Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness +15% acid ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +16% Mind.crit +3% Crit.mult +46.00% Spell.pwr +20 (+4 eff.) Mind.pwr +5 (+2 eff.) S.pwr/crit +9 Melee+ 30 fire Dmg.mod +30% physical Res.pen +5% blight Melee Ret 4 arcane ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.psi +20.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +18% Spell.pwr +26 (+5 eff.) S.pwr/crit +2 Dmg.mod +42% fire Res.pen +15% fire Phasing +23% ----- def ----- Defense +21 (+4 eff.) Shield.pwr +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +6 Mag +8 Wil +2 Cun dps ---------- Mind.crit +4% Dmg.mod +12% lightning +11% physical +6% fire +14% cold Res.pen +10% fire ----- def ----- Resists +6% lightning +8% cold +12% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+1 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 28 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 9 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +14% physical +20% cold ----- def ----- Resists +10% lightning +12% cold +18% blight +15% all Max.HP +64.00 HP.reg +5.10 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +9% nature +6% fire Phys.save +11 (+4 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Dmg.mod +8% physical Res.pen +11% physical A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Mag dps ---------- Dmg.mod +9% mind Res.pen +15% blight Melee Ret 4 nature 6 blight On Hit (Melee): * 25% chance to reduce all saves and defense by 33 ----- def ----- Resists +10% acid +22% fire +23% cold +9% mind +10% lightning ---------- misc Mana/turn +0.38 Max.mana +60.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Wil +7 Mag ----- def ----- Mind.save +9 (+3 eff.) Max.HP +97.00 ---------- misc Mana/turn +0.45 Max.mana +38.00 A belt that goes around your waist. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +3% Mind.pwr +12 (+4 eff.) Dmg.mod +12% darkness +8% physical ----- def ----- Defense +3 (+0 eff.) Resists +15% darkness +17% physical ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Melee Ret 2 physical ----- def ----- Armour +8 Resists +9% fire Max.HP +40.00 ---------- misc Light +4 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +25% cold ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.hate +2.00 Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +8 (+3 eff.) Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Defense +14 (+2 eff.) Phys.save +13 (+4 eff.) Spell.save +17 (+5 eff.) Mind.save +16 (+5 eff.) Max.HP +73.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 44 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 44 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Crit.mult +15.00% Dmg.mod +6% physical ----- def ----- Crit.dmg- 10.00% Die.at -80.00 life ---------- misc Light +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 165 for 5 turns Puts all charms on 14 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By Icleod the Higher Necromancer level 44
10th Allure 124th year of Ascendancy at 20:53 see stats
By Icleod the Higher Necromancer level 29
12nd Pyre 123rd year of Ascendancy at 20:14 see stats
By Icleod the Higher Necromancer level 41
27th Dusk 123rd year of Ascendancy at 23:17 see stats
By Icleod the Higher Necromancer level 34
2nd Flare 123rd year of Ascendancy at 02:33 see stats
By Icleod the Higher Necromancer level 48
19th Regrowth 124th year of Ascendancy at 14:07 see stats
By Icleod the Higher Necromancer level 47
14th Regrowth 124th year of Ascendancy at 11:44 see stats
By Icleod the Higher Necromancer level 30
21st Pyre 123rd year of Ascendancy at 14:43 see stats
By Icleod the Higher Necromancer level 42
45th Haze 123rd year of Ascendancy at 09:38 see stats
By Icleod the Higher Necromancer level 19
3rd Allure 123rd year of Ascendancy at 11:31 see stats
By Icleod the Higher Necromancer level 46
9th Regrowth 124th year of Ascendancy at 15:21 see stats
By Icleod the Higher Necromancer level 43
52nd Haze 123rd year of Ascendancy at 04:31 see stats
By Icleod the Higher Necromancer level 35
1st Dusk 123rd year of Ascendancy at 00:54 see stats
By Icleod the Higher Necromancer level 22
46th Regrowth 123rd year of Ascendancy at 07:44 see stats
By Icleod the Higher Necromancer level 28
9th Pyre 123rd year of Ascendancy at 07:27 see stats
By Icleod the Higher Necromancer level 29
12nd Pyre 123rd year of Ascendancy at 19:24 see stats
By Icleod the Higher Necromancer level 49
19th Regrowth 124th year of Ascendancy at 21:43 see stats
By Icleod the Higher Necromancer level 33
61st Pyre 123rd year of Ascendancy at 21:47 see stats
By Icleod the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 02:35 see stats
By Icleod the Higher Necromancer level 20
3rd Regrowth 123rd year of Ascendancy at 12:19 see stats
By Icleod the Higher Necromancer level 30
19th Pyre 123rd year of Ascendancy at 11:39 see stats
By Icleod the Higher Necromancer level 40
24th Dusk 123rd year of Ascendancy at 16:44 see stats
By Icleod the Higher Necromancer level 50
20th Regrowth 124th year of Ascendancy at 02:23 see stats
By Icleod the Higher Necromancer level 21
17th Regrowth 123rd year of Ascendancy at 18:57 see stats
By Icleod the Higher Necromancer level 45
6th Regrowth 124th year of Ascendancy at 23:07 see stats
By Icleod the Higher Necromancer level 24
53rd Regrowth 123rd year of Ascendancy at 05:55 see stats
By Icleod the Higher Necromancer level 20
5th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Icleod the Higher Necromancer level 47
10th Regrowth 124th year of Ascendancy at 04:44 see stats
By Icleod the Higher Necromancer level 29
12nd Pyre 123rd year of Ascendancy at 20:14 see stats
By Icleod the Higher Necromancer level 8
2nd Mirth 122nd year of Ascendancy at 06:03 see stats
By Icleod the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 13:48 see stats
By Icleod the Higher Necromancer level 29
12nd Pyre 123rd year of Ascendancy at 20:14 see stats
By Icleod the Higher Necromancer level 33
78th Pyre 123rd year of Ascendancy at 13:08 see stats
By Icleod the Higher Necromancer level 21
10th Regrowth 123rd year of Ascendancy at 01:02 see stats
By Icleod the Higher Necromancer level 30
20th Pyre 123rd year of Ascendancy at 00:00 see stats
By Icleod the Higher Necromancer level 26
59th Regrowth 123rd year of Ascendancy at 16:47 see stats
By Icleod the Higher Necromancer level 15
7th Flare 122nd year of Ascendancy at 13:12 see stats
By Icleod the Higher Necromancer level 40
26th Dusk 123rd year of Ascendancy at 18:10 see stats
Log
You gain 4.71 gold from the transmogrification of Cuthyleg the Snowwilder.
You gain 0.44 gold from the transmogrification of nature's living mindstar of balance (16-18 power, 40 apr, nature damage).
You gain 0.83 gold from the transmogrification of absorbing pulsing mindstar of frost (12-14 power, 32 apr, mind damage).
You gain 4.49 gold from the transmogrification of Shiverhunt (14-15 power, 32 apr, mind damage).
You gain 4.47 gold from the transmogrification of Elenusakan the Earthzeal (12-14 power, 32 apr, nature damage).
You gain 0.45 gold from the transmogrification of gifted vined mindstar of frost (6-7 power, 18 apr, nature damage).
You gain 2.51 gold from the transmogrification of Coalvice the voratun dagger (38-49 power, 9 apr).
You gain 0.20 gold from the transmogrification of stralite dagger of projection (30-40 power, 9 apr).
You gain 0.66 gold from the transmogrification of blazebringer's stralite dagger (28-37 power, 9 apr).
You gain 0.56 gold from the transmogrification of voratun waraxe of shearing (40-55 power, 6 apr).
You gain 0.57 gold from the transmogrification of truestriking stralite waraxe of projection (32-45 power, 5 apr).
You gain 1.16 gold from the transmogrification of caustic stralite waraxe of shearing (29-41 power, 5 apr).
You gain 0.57 gold from the transmogrification of truestriking voratun mace of massacre (58-82 power, 6 apr).
You gain 4.57 gold from the transmogrification of Aloregodur the Gloommonster (48-67 power, 5 apr).
You gain 0.60 gold from the transmogrification of quick stralite greatsword of corruption (48-76 power, 3 apr).
You gain 5.85 gold from the transmogrification of Gyvea the Rootblow (50-79 power, 3 apr).
You gain 6.33 gold from the transmogrification of Bethilrada the Lightwilder (48-77 power, 6 apr).
You gain 0.94 gold from the transmogrification of stralite battleaxe of enduring (44-66 power, 3 apr).
You gain 0.56 gold from the transmogrification of potent dragonbone magestaff of power (40-48 power, 6 apr, cold element).
You gain 6.35 gold from the transmogrification of dragonbone magestaff 'Blastknight' (30-36 power, 6 apr, arcane element).
You gain 5.98 gold from the transmogrification of Duvubar the dragonbone magestaff (30-36 power, 6 apr, lightning element).
You gain 1.00 gold from the transmogrification of magewarrior's short elven-wood vilestaff of fate (25-30 power, 5 apr, darkness element).
You gain 1.03 gold from the transmogrification of serendipitous stralite amulet of vision.
You gain 0.23 gold from the transmogrification of shielding rune (absorb 435; dur 6; cd 15).
You gain 0.14 gold from the transmogrification of regeneration infusion of the psychic (heal 362; 12 cd).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a teleportation circle to the surface here (press '' or right click to use).