Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 22 / 40% |
Size | medium |
Lifes / Deaths | Killed by Salatira the black ooze at level 22 on the 60th Dusk 122nd year of Ascendancy at 23:19 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 15 (base 10) |
Magic | 68 (base 50) |
Willpower | 62 (base 41) |
Cunning | 12 (base 11) |
Resources
Life | -209/316 |
Mana | 138/646 |
Steam | 100/100 |
Healing Factor | 1.0460311219417 |
Regeneration | 5.4916633901939 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 35 |
Accuracy | 24 |
Crit Chance | 6% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +12% |
Blight | +9% |
Arcane | +70% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Nature | +10% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 6 |
Physical Save | 24 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 31%( 70%) |
Physical | + 15%( 70%) |
Mind | + 19%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 20%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 49% |
Confusion Resistance | 66% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 39% |
Inscriptions (3/3)
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 286 damage for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | [vs. undeterred pair of rough leather boots (0 def, 1 armour) (On feet)] undeterred pair of rough leather boots (0 def, 1 armour)undeterred pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Silence immunity: +23% (-) Confusion immunity: +23% (-) Stun/Freeze immunity: +24% (-) A pair of boots made of leather. |
Light source | [vs. Emyssra the brass lantern (Light source)] Emyssra the brass lanternEmyssra the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage (Melee): 0(-20) item expose Changes stats: +6(-) Dex / +2(-) Wil / +1(-) Con Light radius: +9 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Dourreek (0 def, 3 armour) (On head)] Dourreek (0 def, 3 armour)Dourreek (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+6 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +7%(-) physical / +5%(-) arcane / +18%(-) darkness Changes resistances penetration: +10%(-) blight Changes damage: +12%(-) arcane / +6%(-) blight Physical save: +6 (+3 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] Poregawen the ash totem of summon tentacle [power 155] (25 cooldown)Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +1 (-) Defense: +5 (+2 eff.) (-) Changes stats: +1(-) Dex Maximum stamina: +30.00 (-) It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 350 Base Damage: 157 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 27% for 2 turns. * Increase all damage by 10% for 2 turns. * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Hazemaim (On fingers, 1 of 2)] HazemaimHazemaim Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) (-) Effects on melee hit: * 10% chance to reduce armor by 35% Damage (Melee): 0(-10) item acid corrode Changes stats: +2(-) Con Changes resistances penetration: +10%(-) cold Physical save: +9 (+5 eff.) (-) Mental save: +7 (+4 eff.) (-) Confusion immunity: +23% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Hazemaim (On fingers, 1 of 2)] Belozor the steel ringBelozor the steel ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 4 mind Changes stats: +4 Wil / +2(-) Con Changes resistances penetration: +0%(-10%) cold Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +24% Confusion immunity: +0% (-23%) Stun/Freeze immunity: +25% Life regen: +3.00 Infravision radius: +3 See stealth: +5 See invisible: +7 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 128% 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! Tap to cycle through comparison choices |
Around waist | [vs. rough leather belt 'Zygrim' (Around waist)] rough leather belt 'Zygrim'rough leather belt 'Zygrim' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) arcane Changes stats: +4(-) Mag / +4(-) Wil Changes damage: +3%(-) blight Critical mult.: +5.00% (-) Mental save: +6 (+3 eff.) (-) Maximum mana: +60.00 (-) Maximum hate: +2.00 (-) Spell crit. chance: +3% (-) Mental crit. chance: +1% (-) A belt that goes around your waist. |
In main hand | [vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] potent dragonbone magestaff of might (139% power, 6 apr, arcane element)potent dragonbone magestaff of might (139% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 139% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +32%(-) arcane Talents granted: +1.00(-) Command Staff Spellpower: +18 (+6 eff.) (-) Spell crit. chance: +10% (-) Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. Galevortex (0 def, 1 armour) (On hands)] Galevortex (0 def, 1 armour)Galevortex (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Mag / +2(-) Wil / +1(-) Cun Changes resistances: +5%(-) arcane Changes damage: +3%(-) lightning / +6%(-) arcane Life regen: +2.00 (-) Stamina each turn: +0.70 (-) Maximum stamina: +11.00 (-) Infravision radius: +1 (-) 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 | [vs. woollen robe 'Shiverobsidian' (0 def, 0 armour) (Main armor)] woollen robe 'Shiverobsidian' (0 def, 0 armour)woollen robe 'Shiverobsidian' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage (Melee): 0(-20) item darkness numbing Changes stats: +3(-) Mag / +3(-) Wil Changes resistances: +12%(-) cold / +9%(-) all Changes resistances penetration: +10%(-) nature / +15%(-) cold Changes damage: +12%(-) temporal / +14%(-) arcane / +9%(-) cold Maximum mana: +35.00 (-) Spellpower: +4 (+2 eff.) (-) Spell crit. chance: +4% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | [vs. Eareldil (1 def, 0 armour) (Cloak)] Eareldil (1 def, 0 armour)Eareldil (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Mag / +1(-) Wil Changes resistances: +6%(-) darkness Changes damage: +6%(-) arcane Physical save: +3 (+2 eff.) (-) Spell save: +6 (+3 eff.) (-) Mana each turn: +0.04 (-) Maximum mana: +44.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. clarifying steel amulet of dexterity (+3) (Around neck)] clarifying steel amulet of dexterity (+3)clarifying steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Dex Changes resistances: +11%(-) mind Confusion immunity: +20% (-) Amulets make your neck look great! |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 57; cd 12)healing infusion (heal 57; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 190; cd 12) healing infusion of the wizard (heal 190; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 613%; cd 11) movement infusion of the psychic (speed 613%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 590%; cd 8) movement infusion of the psychic (speed 590%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 516%; cd 10) movement infusion of the warrior (speed 516%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)] wild infusion of the wizard (res 30%; mental; dur 4; cd 15)wild infusion of the wizard (res 30%; mental; dur 4; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+1) 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 and -physical effect and reduce all damage taken by 30%(+16%) for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 19; cd 13) blink rune of the wizard (range 5; phase 19; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
Prismatic Rune (6 turns; temporal, blight, cold, arcane, physical) Prismatic Rune (6 turns; temporal, blight, cold, arcane, physical)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 temporal, 3 blight, 5 cold, 5 arcane, 3 physical 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 wizard (damage 208; dur 4; cd 21) acid wave rune of the wizard (damage 208; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 207.60 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Manasurge (on body)] manasurge rune of the psychic (regen 972% over 10 turns; mana 49; cd 18)manasurge rune of the psychic (regen 972% over 10 turns; mana 49; cd 18) 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: 18(+3) 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 972%(+152%) for 10 turns (52(+8) total) and instantly restoring 49(+8) mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your +Willpower 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 psychic (absorb 110; cd 17) shatter afflictions rune of the psychic (absorb 110; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 110 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. 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 psychic (absorb 82; cd 19) shatter afflictions rune of the psychic (absorb 82; cd 19)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: 19 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 Willpower 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 wizard (absorb 118; cd 20) shatter afflictions rune of the wizard (absorb 118; 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 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 118 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. |
shatter afflictions rune of the wizard (absorb 88; cd 12) shatter afflictions rune of the wizard (absorb 88; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 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 88 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. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 373; dur 5; cd 16)] (on body)] shielding rune of the duelist (absorb 113; dur 3; cd 14)shielding rune of the duelist (absorb 113; dur 3; cd 14) 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: 14(-2) 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 113(-173) damage for 3(-2) turns. Its effects scale with your -Constitution, +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. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 373; dur 5; cd 16)] (on body)] shielding rune of the duelist (absorb 113; dur 3; cd 17)shielding rune of the duelist (absorb 113; dur 3; cd 17) 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: 17(+1) 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 113(-173) damage for 3(-2) turns. Its effects scale with your -Constitution, +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. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 373; dur 5; cd 16)] (on body)] shielding rune of the sneak (absorb 142; dur 3; cd 17)shielding rune of the sneak (absorb 142; dur 3; cd 17) 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: 17(+1) 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 142(-144) damage for 3(-2) turns. Its effects scale with your -Constitution, +Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 373; dur 5; cd 16)] (on body)] shielding rune of the titan (absorb 247; dur 4; cd 17)shielding rune of the titan (absorb 247; dur 4; cd 17) 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: 17(+1) 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 247(-39) damage for 4(-1) turns. 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. clarifying steel amulet of dexterity (+3) (Around neck)] Emyba the DaycutterEmyba the Daycutter Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +6 Wil Changes resistances: +3% light / +0%(-11%) mind Changes damage: +3% light Confusion immunity: +0% (-20%) Light radius: +3 Amulets make your neck look great! |
[vs. clarifying steel amulet of dexterity (+3) (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-3) Dex Changes resistances: +0%(-11%) mind Confusion immunity: +0% (-20%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. clarifying steel amulet of dexterity (+3) (Around neck)] copper amulet of dexterity (+2)copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-1) Dex Changes resistances: +0%(-11%) mind Confusion immunity: +0% (-20%) Amulets make your neck look great! |
[vs. clarifying steel amulet of dexterity (+3) (Around neck)] copper amulet of murdercopper amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +11 Changes stats: +0(-3) Dex Changes resistances: +0%(-11%) mind Critical mult.: +10.00% Confusion immunity: +0% (-20%) Amulets make your neck look great! |
[vs. clarifying steel amulet of dexterity (+3) (Around neck)] restful copper amulet of dexterity (+2)restful copper amulet of dexterity (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2(-1) Dex Changes resistances: +0%(-11%) mind Confusion immunity: +0% (-20%) Life regen: +2.00 Amulets make your neck look great! |
[vs. Hazemaim (On fingers, 1 of 2)] Hailbile the copper ringHailbile the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 2 arcane / 2 cold Changes stats: +0(-2) Con Changes resistances: +11% mind / +15% cold Changes resistances penetration: +25% arcane / +0%(-10%) cold Changes damage: +11% mind / +9% darkness Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Confusion immunity: +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Hazemaim (On fingers, 1 of 2)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: -4% Damage (Melee): 0(-10) item acid corrode Changes stats: +0(-2) Con Changes resistances penetration: +0%(-10%) cold Maximum encumbrance: +21 Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Confusion immunity: +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Hazemaim (On fingers, 1 of 2)] sneakthief's copper ringsneakthief's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-10) item acid corrode Changes stats: +5 Dex / +5 Cun / +0(-2) Con Changes resistances penetration: +0%(-10%) cold Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Confusion immunity: +0% (-23%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Hazemaim (On fingers, 1 of 2)] titan's copper ring of claritytitan's copper ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-10) item acid corrode Changes stats: +2(-) Con Changes resistances penetration: +0%(-10%) cold Physical save: +4 (+2 eff.) (-5 (-3 eff.)) Mental save: +6 (+3 eff.) (-1 (-1 eff.)) Confusion immunity: +20% (-3%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Hazemaim (On fingers, 1 of 2)] titan's copper ring of perseverancetitan's copper ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-10) item acid corrode Changes stats: +3(+1) Con Changes resistances penetration: +0%(-10%) cold Physical save: +6 (+3 eff.) (-3 (-2 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Confusion immunity: +0% (-23%) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] Eclipse (117% power, 4 apr, darkness element)Eclipse (117% power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (-22%) Range: 1.2x (+0.0x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% physical / +15% light / +15% temporal / +0%(-32%) arcane / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) (-6 (-2 eff.)) Spell crit. chance: +8% (-2%) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
[vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] ash vilestaff 'Glacierarc' (111% power, 3 apr, blight element)ash vilestaff 'Glacierarc' (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-28%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-3) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes resistances: +8% blight / +2% physical / +3% temporal / +9% cold Changes damage: +15% blight / +9% cold / +0%(-32%) arcane Talents granted: +1.00(-) Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+4 eff.) (-6 (-2 eff.)) Spell crit. chance: +9% (-1%) Healing mod.: +5% It can be used to conjure elemental energy in a radius 4 cone, dealing 27.68 to 33.22 blight damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] stralite greatsword of shearing (156% power, 3 apr)stralite greatsword of shearing (156% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% (+17%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-3) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +10% all Changes damage: +0%(-32%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-18 (-6 eff.)) Spell crit. chance: +0% (-10%) Massive two-handed swords. |
[vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] Corpathus (150% power, 12 apr)Corpathus (150% power, 12 apr) Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% (+11%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+6) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon crit: + grows in power On weapon kill: + grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight / +0%(-32%) arcane Talent granted: +0(+-1) Command Staff Cut immunity: -25% Maximum vim: +20.00 Spellpower: +0 (+0 eff.) (-18 (-6 eff.)) Spell crit. chance: +0% (-10%) Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
[vs. potent dragonbone magestaff of might (139% power, 6 apr, arcane element) (In main hand)] mossy mindstar 'Duathelriver' (75% power, 12 apr, nature damage)This item will automatically be transmogrified when you leave the level. mossy mindstar 'Duathelriver' (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-64%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+6) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +20 darkness Damage (radius 2) on crit: +16 blight When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% darkness / +9% blight Changes damage: +6% darkness / +0%(-32%) arcane Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Critical mult.: +9.00% Spellpower: +0 (+0 eff.) (-18 (-6 eff.)) Spell crit. chance: +0% (-10%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. woollen robe 'Shiverobsidian' (0 def, 0 armour) (Main armor)] mindwoven Rags of the Sanctuary of life (0 def, 0 armour)mindwoven Rags of the Sanctuary of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +6% blight / +0%(-12%) cold / +7%(-2%) all Changes resistances penetration: +0%(-10%) nature / +0%(-15%) cold Changes damage: +0%(-12%) temporal / +0%(-14%) arcane / +0%(-9%) cold Mental save: +16 (+8 eff.) Life regen: +1.50 Maximum life: +42.00 Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe 'Shiverobsidian' (0 def, 0 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Damage (Melee): 0(-20) item darkness numbing Changes stats: +0(-3) Mag / +4(+1) Wil / +3 Cun Changes resistances: +15% acid / +12% physical / +0%(-12%) cold / +9%(-) all Changes resistances penetration: +0%(-15%) cold / +10% physical / +10% mind / +0%(-10%) nature Changes damage: +5% physical / +0%(-12%) temporal / +0%(-9%) cold / +0%(-14%) arcane / +5% mind Physical save: +10 (+5 eff.) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 31.73 to 39.67 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. woollen robe 'Shiverobsidian' (0 def, 0 armour) (Main armor)] Polorenne the Obsidianspiker (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. Polorenne the Obsidianspiker (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 4 darkness Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +29%(+17%) cold / +12% darkness / +0%(-9%) all Changes resistances penetration: +0%(-10%) nature / +10%(-5%) cold Changes damage: +3% blight / +0%(-12%) temporal / +0%(-14%) arcane / +0%(-9%) cold Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-4%) A suit of armour made of mail. |
[vs. woollen robe 'Shiverobsidian' (0 def, 0 armour) (Main armor)] Yvyrith the Glittergrind (0 def, 11 armour)This item will automatically be transmogrified when you leave the level. Yvyrith the Glittergrind (0 def, 11 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Fatigue: +17% Damage (Melee): 0(-20) item darkness numbing Changes stats: +4 Dex / +3(-) Mag / +0(-3) Wil / +4 Cun Changes resistances: +0%(-12%) cold / +0%(-9%) all Changes resistances penetration: +0%(-10%) nature / +0%(-15%) cold Changes damage: +0%(-9%) cold / +0%(-12%) temporal / +15% light / +0%(-14%) arcane Physical save: +6 (+3 eff.) Maximum mana: +0.00 (-35.00) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Spell crit. chance: +0% (-4%) A suit of armour made of metal plates. |
[vs. rough leather belt 'Zygrim' (Around waist)] Betagawen the rough leather beltBetagawen the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 0(-4) arcane Changes stats: +0(-4) Mag / +0(-4) Wil Changes resistances: +5% arcane Changes resistances penetration: +10% temporal Changes damage: +0%(-3%) blight / +12% temporal / +12% arcane Critical mult.: +0.00% (-5.00%) Maximum encumbrance: +25 Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum mana: +0.00 (-60.00) Maximum hate: +0.00 (-2.00) Spell crit. chance: +0% (-3%) Mental crit. chance: +0% (-1%) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
[vs. rough leather belt 'Zygrim' (Around waist)] rough leather belt of unliferough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes stats: +0(-4) Mag / +0(-4) Wil Changes resistances: +7% blight Changes damage: +0%(-3%) blight Critical mult.: +0.00% (-5.00%) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum mana: +0.00 (-60.00) Maximum hate: +0.00 (-2.00) Spell crit. chance: +0% (-3%) Mental crit. chance: +0% (-1%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Eareldil (1 def, 0 armour) (Cloak)] Skyrot the linen cloak (1 def, 0 armour)Skyrot the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +1 (+0 eff.) (-) Changes stats: +2 Str / +2 Dex / +0(-2) Mag / +0(-1) Wil / +2 Con Changes resistances: +0%(-6%) darkness Changes resistances penetration: +15% physical Changes damage: +6% lightning / +0%(-6%) arcane Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-44.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Eareldil (1 def, 0 armour) (Cloak)] Pressurizer (8 def, 0 armour)Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) (+7 (+4 eff.)) Changes stats: +3 Dex / +0(-2) Mag / +0(-1) Wil Changes resistances: +0%(-6%) darkness Changes damage: +0%(-6%) arcane Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-44.00) Steampower: +10 (+9 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
[vs. undeterred pair of rough leather boots (0 def, 1 armour) (On feet)] Striketitan (0 def, 1 armour)Striketitan (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage when hit (Melee): 2 lightning Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +6% nature Silence immunity: +0% (-23%) Confusion immunity: +0% (-23%) Stun/Freeze immunity: +0% (-24%) Movement speed: +25% A pair of boots made of leather. |
[vs. Galevortex (0 def, 1 armour) (On hands)] hardened leather gloves 'Falerek' (0 def, 2 armour)hardened leather gloves 'Falerek' (0 def, 2 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +2 (+1) Fatigue: +0% (-1%) Damage (Melee): 10 fire Damage when hit (Melee): 2 mind Changes stats: +3 Dex / +0(-3) Mag / +0(-2) Wil / +0(-1) Cun Changes resistances: +0%(-5%) arcane / +7% fire / +6% mind / +3% temporal Changes resistances penetration: +5% mind Changes damage: +0%(-3%) lightning / +5% fire / +0%(-6%) arcane Life regen: +5.00 (+3.00) Stamina each turn: +1.00 (+0.30) Maximum stamina: +21.00 (+10.00) Infravision radius: +0 (-1) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Dourreek (0 def, 3 armour) (On head)] Blindstrider the linen wizard hat (1 def, 0 armour)Blindstrider the linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage when hit (Melee): 8 arcane Changes stats: +0(-4) Str / +0(-4) Wil / +3 Cun Changes resistances: +0%(-18%) darkness / +0%(-7%) physical / +5%(-) arcane / +6% mind Changes resistances penetration: +0%(-10%) blight / +5% arcane / +10% light Changes damage: +0%(-12%) arcane / +0%(-6%) blight Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
[vs. Dourreek (0 def, 3 armour) (On head)] augmenting linen wizard hat (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. augmenting linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-7%) physical / +0%(-5%) arcane / +0%(-18%) darkness Changes resistances penetration: +0%(-10%) blight Changes damage: +4% acid / +4% lightning / +0%(-6%) blight / +4% cold / +4%(-8%) arcane / +3% fire Physical save: +0 (+0 eff.) (-6 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. Dourreek (0 def, 3 armour) (On head)] Nerorildatta the Shadesun (0 def, 1 armour)Nerorildatta the Shadesun (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +1 (-2) Fatigue: +1% (-4%) Damage when hit (Melee): 2 blight Changes stats: +0(-4) Str / +3 Dex / +2 Mag / +0(-4) Wil Changes resistances: +0%(-7%) physical / +3%(-15%) darkness / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-6%) blight / +0%(-12%) arcane / +6% darkness / +3% mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Psi when hit: +0.08 Damage Shield penetration: +30% A cap made of leather. |
[vs. Dourreek (0 def, 3 armour) (On head)] Unlightwinter (0 def, 1 armour)Unlightwinter (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +1 (-2) Fatigue: +1% (-4%) Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +0(-4) Str / +0(-4) Wil / +7 Con Changes resistances: +0%(-7%) physical / +9%(-9%) darkness / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-12%) arcane / +0%(-6%) blight Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Infravision radius: +1 A cap made of leather. |
[vs. Dourreek (0 def, 3 armour) (On head)] insulating iron helm of the depths (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. insulating iron helm of the depths (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-7%) physical / +0%(-18%) darkness / +6% fire / +0%(-5%) arcane / +6% cold Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-12%) arcane / +0%(-6%) blight Allows you to breathe in: water Physical save: +0 (+0 eff.) (-6 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Dourreek (0 def, 3 armour) (On head)] iron helm 'Loragar' (0 def, 3 armour)iron helm 'Loragar' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +9% acid / +0%(-7%) physical / +0%(-18%) darkness / +5% cold / +5%(-) arcane Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-6%) blight / +9% mind / +0%(-12%) arcane Allows you to breathe in: water Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +6 (+2 eff.) Psi when hit: +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Dourreek (0 def, 3 armour) (On head)] iron helm 'Skywisp' (0 def, 3 armour)iron helm 'Skywisp' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-6 eff.)) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-2) Str / +4 Dex / +0(-4) Wil / +4 Con Changes resistances: +3% lightning / +0%(-7%) physical / +0%(-5%) arcane / +0%(-18%) darkness Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-12%) arcane / +0%(-6%) blight Physical save: +10 (+5 eff.) (+4 (+2 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate 12 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
9 zircon 9 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. |
aquamarine 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
169 alchemist agate 169 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Emyssra the brass lantern (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose / 15 Lite Light Burst (radius 1) Changes stats: +0(-6) Dex / +0(-2) Wil / +0(-1) Con Changes resistances: +30% light Changes damage: +10% light Light radius: +5 (-4) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Emyssra the brass lantern (Light source)] Torchwire the brass lanternTorchwire the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +0(-6) Dex / +0(-2) Wil / +0(-1) Con Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% acid Maximum life: +42.00 Light radius: +3 (-6) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Emyssra the brass lantern (Light source)] Yarydunadorain the brass lanternYarydunadorain the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +1 Str / +0(-6) Dex / +4 Mag / +6(+4) Wil / +1 Cun / +3(+2) Con Changes damage: +6% mind Light radius: +3 (-6) See invisible: +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. |
[vs. Emyssra the brass lantern (Light source)] Void StarVoid Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +0(-6) Dex / +0(-2) Wil / +0(-1) Con Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 (-7) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 30.54 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
[vs. Emyssra the brass lantern (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-20) item expose Changes stats: +0(-6) Dex / +0(-2) Wil / +0(-1) Con Light radius: +3 (-6) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.52 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
[vs. Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] Hailwisp (dig speed 20 turns)Hailwisp (dig speed 20 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-1) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 6 cold Changes stats: +1 Str / +0(-1) Dex Changes resistances penetration: +10% cold Changes damage: +9% cold Maximum life: +23.00 Maximum stamina: +16.00 (-14.00) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] Shimmerpulverizer (dig speed 37 turns)Shimmerpulverizer (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-1) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 2 lightning Changes stats: +1 Str / +0(-1) Dex Changes resistances: +16% nature / +3% light Changes damage: +5% nature / +6% cold Spell save: +3 (+1 eff.) Maximum stamina: +0.00 (-30.00) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +15 (+14) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-1) Dex Changes damage: +5% blight Maximum stamina: +0.00 (-30.00) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Poregawen the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] Layetha [power 170] (15 cooldown)Layetha [power 170] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-1) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-1) Dex Changes resistances: +6% nature Disease immunity: +20% Maximum stamina: +0.00 (-30.00) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Nanoha Takamachi the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 09:42 see stats
By Nanoha Takamachi the Higher Archmage level 20
51st Dusk 122nd year of Ascendancy at 00:41 see stats
By Nanoha Takamachi the Higher Archmage level 5
74th Pyre 122nd year of Ascendancy at 19:01 see stats
By Nanoha Takamachi the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 16:13 see stats
By Nanoha Takamachi the Higher Archmage level 6
76th Pyre 122nd year of Ascendancy at 07:34 see stats
By Nanoha Takamachi the Higher Archmage level 17
41st Dusk 122nd year of Ascendancy at 22:38 see stats
Log
Phantasmal Shield hits Aerorekira the dredgling for 78 light damage.
Nanoha Takamachi casts Rune: Shielding.
A shield forms around Nanoha Takamachi.
Nanoha Takamachi loses 50 mana from using a non-Arcane talent!
Nanoha Takamachi casts Rune: Manasurge.
Nanoha Takamachi starts to surge mana.
Talent Aether Breach is ready to use.
Burning from Aerorekira the dredgling hits Nanoha Takamachi for (18 absorbed), 0 fire (0 total damage).
Nanoha Takamachi receives 34 healing from Temporal Restoration Field.
Aerorekira the dredgling casts Dust to Dust.
Aerorekira the dredgling's spell attains critical power!
Horned Horror rushes out!
Horned Horror casts Chain Lightning.
Your shield crumbles under the damage!
The shield around Nanoha Takamachi crumbles.
Horned Horror casts Nova.
Aerorekira the dredgling hits Nanoha Takamachi for (119 absorbed), 0 temporal, (85 absorbed), 0 physical (0 total damage).
Horned Horror hits Nanoha Takamachi for (120 absorbed), 0 physical, (21 absorbed), 0 lightning, (55 absorbed), 60 lightning, 45 lightning (105 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 arcane, (4 flat reduction), 0 mind (0 total damage).
Nanoha Takamachi casts Teleport.
Nanoha Takamachi loses 50 mana from using a non-Arcane talent!
Burning from Aerorekira the dredgling hits Nanoha Takamachi for 18 fire damage.
Nanoha Takamachi receives 34 healing from Temporal Restoration Field.
Salatira the black ooze's Vampiric Surge has been disrupted by anti-magic forces!
Salatira the black ooze uses Ice Claw.
Salatira the black ooze performs a melee critical strike against Nanoha Takamachi!
Salatira the black ooze hits Nanoha Takamachi for 171 cold, 252 cold (423 total damage).
Melee retaliation hits Salatira the black ooze for 7 arcane, 4 mind, 7 arcane, 2 mind (20 total damage).
Nanoha Takamachi the level 22 higher archmage was iced to death by Salatira the black ooze on level 4 of The Maze.