Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Possessor Bonus Class 1.7.4Donators/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:
Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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 | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 45 / 83% |
Size | medium |
Lifes / Deaths | Killed by Lashing Tentacle at level 42 on the 37th Dusk 122nd year of Ascendancy at 17:30 / 1 |
Primary Stats
Strength | 90 (base 60) |
Dexterity | 91 (base 60) |
Constitution | 69 (base 60) |
Magic | 78 (base 60) |
Willpower | 79 (base 60) |
Cunning | 79 (base 60) |
Resources
Life | 1052/1052 |
Mana | 363/363 |
Healing Factor | 1.3727219866911 |
Regeneration | 15.168577952937 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +43.551336228393% |
Spell | 0% |
Global | +159.10958452763% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
See Stealth | 133.76255708896 |
See Invisible | 166.02160056681 |
Offense: Mainhand
Damage | 63 |
Accuracy | 57 |
Crit Chance | 43% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 67% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Blight | +26% |
Physical | +13% |
Cold | +10% |
All | 0% |
Darkness | +29% |
Light | +6% |
Lightning | +82% |
Mind | +15% |
Fire | +83% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +129% |
Light | +15% |
Nature | +25% |
Blight | +20% |
Darkness | +20% |
Fire | +20% |
All | +5% |
Defense: Base
Armour (hardiness) | 41.690640725521 (30%) |
Defense | 75 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 60 |
Mental Save | 61 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 62%( 70%) |
Cold | + 40%( 70%) |
All | + 35%( 70%) |
Lightning | + 70%( 70%) |
Light | + 43%( 70%) |
Temporal | + 43%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 51%( 70%) |
Mind | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 74% |
Poison Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 4 turns and blocking 200 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns and blocking 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 469 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1044% for 10 turns (556 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Meta | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 1/10 |
| 12/27 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Keen Senses |
talent | Arcane Shield |
talent | Feather Wind |
talent | Thunderstorm |
talent | Disruption Shield |
talent | Tempest |
talent | Arcane Power |
talent | Spellcraft |
talent | Phantasmal Shield |
talent | Shielding |
talent | Essence of Speed |
beneficial effect | Infinite Dungeon Challenge (Level 45): Rush Hour (236) Challenge |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): ExterminatorYou completed the challenge and received: Random Artifact: Urthokalthochik | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: Random Artifact: Ivegawe (91% power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 179 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (179)Turns left: 81 You completed the challenge and received: Random Artifact: Thunderreaper (138% power, 5 apr, blight element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 27): Near SightedYou completed the challenge and received: Random Artifact: Sparkpain (120% power, 4 apr, darkness element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 476 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (476)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (290)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): ExterminatorYou completed the challenge and received: Random Artifact: Dayraider (23/23, 102% power, 5 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 482 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 36): Rush Hour (482)Turns left: 222 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 37): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 39): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 43): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 45): Rush Hour (236)Turns left: 236 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Emubeth (0 def, 1 armour) Emubeth (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 43% Changes stats: +2 Mag / +2 Wil / +3 Cun / +3 Con Physical save: +7 (+2 eff.) Spell save: +24 (+6 eff.) Mental save: +7 (+2 eff.) Vim when firing critical spell: +1.00 A pair of boots made of leather. |
Light source | Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | cashmere wizard hat 'Chargewhisper' (2 def, 0 armour) cashmere wizard hat 'Chargewhisper' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun Changes resistances: +9% mind Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +6% light / +3% mind Mental save: +6 (+2 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
Tool | Brightbrace [power 310] (9 cooldown) Brightbrace [power 310] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 4 fire Changes resistances: +24% fire Changes resistances penetration: +20% nature / +15% fire Changes damage: +15% nature It can be used to fire a magical bolt dealing 310 acid damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes resistances: +11% blight / +22% darkness Changes damage: +11% blight / +11% darkness Mindpower: +15 (+4 eff.) Mental crit. chance: +3% Can be unequipped or rerolled. It can be used to 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 Activation puts all charms on cooldown for 1 turns. "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 | gold ring 'Blastmortal' gold ring 'Blastmortal'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +10% lightning Changes damage: +12% mind Mental save: +3 (+1 eff.) Blindness immunity: +26% Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Infravision radius: +5 See stealth: +5 See invisible: +11 Rings make your fingers look great! |
Around waist | drakeskin leather belt 'Boltpiercer' drakeskin leather belt 'Boltpiercer'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +5 Con Changes resistances: +12% lightning / +12% temporal Changes damage: +9% lightning Critical mult.: +13.00% Mental save: +12 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +30 (+6 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
In main hand | dragonbone magestaff 'Tempestoblivion' (136% power, 6 apr, lightning element) dragonbone magestaff 'Tempestoblivion' (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil 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 resistances: +24% lightning / +5% arcane Changes resistances penetration: +15% blight / +25% lightning Changes damage: +30% lightning / +15% blight Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | Chamegoldir the Glittertide (0 def, 3 armour) Chamegoldir the Glittertide (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +10 Physical crit. chance: +11.0% Armour: +3 Damage when hit (Melee): 4 acid Changes stats: +9 Cun / +6 Dex Changes resistances: +6% acid / +13% darkness / +12% light Changes resistances penetration: +10% light Critical mult.: +10.00% Spell crit. chance: +13% Mental crit. chance: +16% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Duathelwhisper the silk robe (0 def, 0 armour) Duathelwhisper the silk robe (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +14 Mag / +13 Wil Changes resistances: +19% lightning / +8% cold / +13% all Changes resistances penetration: +15% darkness / +10% lightning Changes damage: +13% lightning / +13% physical / +18% darkness / +10% cold Mana each turn: +0.43 Psi each turn: +0.31 Maximum mana: +80.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Arcrebel' (1 def, 0 armour) linen cloak 'Arcrebel' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Dex / +2 Mag / +1 Cun / +1 Con Changes resistances: +3% lightning Changes resistances penetration: +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 546.92 physical damage (based on Magic) in a radius of 3 Activation costs 36 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Inventory
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Blazebrand BlazebrandInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Wil Changes resistances: +3% cold Changes damage: +12% lightning / +6% light Amulets make your neck look great! |
Emelynor EmelynorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Str / +2 Wil / +1 Cun Changes resistances: +5% arcane Amulets make your neck look great! |
Hettanik HettanikCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% temporal Talent mastery: +0.13 Spell / Storm Spell save: +9 (+2 eff.) Psi when hit: +0.08 Amulets make your neck look great! |
Lightningstreak the steel amulet Lightningstreak the steel amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Changes stats: +2 Con Changes resistances: +11% blight / +10% nature / +3% lightning Changes resistances penetration: +20% lightning Critical mult.: +12.00% Poison immunity: +21% Disease immunity: +25% Amulets make your neck look great! |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Sparkwaker the copper ring Sparkwaker the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +5% lightning Stun/Freeze immunity: +20% Life regen: +2.00 Light radius: +3 Rings make your fingers look great! |
Crystalline Elm vilestaff (105% power, 2 apr, fire element) Crystalline Elm vilestaff (105% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. It is part of a set of items. Power: 106% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane / +10% fire Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +1% It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 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. |
Kor's Fall (100% power, 0 apr, fire element) Kor's Fall (100% power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 110% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 4.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 265.95 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (532). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Cyredhebeth the Galenigh (111% power, 3 apr, arcane element) Cyredhebeth the Galenigh (111% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances: +3% acid Changes resistances penetration: +20% lightning / +10% acid Changes damage: +6% lightning / +15% arcane / +9% acid Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +44.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, lightning element) Penitence (111% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% lightning Damage affinity(heal): +20% lightning Talent granted: +1 Command Staff Spell save: +15 (+4 eff.) Spellpower: +27 (+6 eff.) Spell crit. chance: +6% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
potent ash magestaff of power (115% power, 3 apr, cold element) potent ash magestaff of power (115% power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% cold Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Poltergeist's Staff of Destruction (120% power, 4 apr, lightning element) Poltergeist's Staff of Destruction (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 100% Mag, 40% Wil Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Changes damage: +20% lightning / +20% cold / +20% fire / +20% arcane / +6% all Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +18% Mental crit. chance: +3% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Pitchpall (129% power, 5 apr, lightning element) Pitchpall (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes resistances penetration: +40% darkness / +5% blight Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.26 Maximum mana: +86.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +4% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
Wintertide (148% power, 10 apr) Wintertide (148% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 81.90 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 18 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Lunar Shield (0 def, 20 armour, 250 block) Lunar Shield (0 def, 20 armour, 250 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+15%) (0 def, 0 armour) linen robe of frost (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 9 power out of 20/20) : Effective talent level: 4.5 Power cost: 9 out of 20/20. Range: 9 Travel Speed: 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. |
Zubywe the silk robe (0 def, 0 armour) Zubywe the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Str / +2 Dex Changes resistances: +31% acid / +27% fire / +13% all Changes damage: +21% acid / +18% fire Reduces incoming crit damage: 10.00% Mental save: +19 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ashkill the cured leather armour (6 def, 4 armour) Ashkill the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +15% lightning / +3% fire / +5% arcane / +3% acid Changes damage: +9% light A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 15 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
elven-silk cloak 'Bregugen' (3 def, 12 armour) elven-silk cloak 'Bregugen' (3 def, 12 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Changes stats: +5 Cun / +6 Wil Changes resistances: +19% darkness / +25% cold Changes resistances penetration: +10% darkness Changes damage: +14% darkness Stealth bonus: +25 Maximum hate: +10.00 Maximum psi: +50.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold 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. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +9 Wil / +3 Cun Changes resistances penetration: +20% light Changes damage: +8% blight / +8% arcane Spell save: +9 (+2 eff.) Maximum vim: +25.00 Spell crit. chance: +4% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 3.5 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: 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 23% and all saves by 38, 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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Blindterror BlindterrorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% mind / +6% darkness Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Voroba' brass lantern 'Voroba'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% all Spell save: +6 (+2 eff.) Pinning immunity: +20% Light radius: +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. |
bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +10 (+3 eff.) Light radius: +6 See stealth: +6 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Hurugorim the Lightworm Hurugorim the LightwormInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight Changes resistances penetration: +25% cold / +25% light / +15% fire Changes damage: +12% light / +18% fire Life regen: +8.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Runosin the Glimmerreaper Runosin the GlimmerreaperPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 light / 21 fire Changes resistances: +22% light / +7% fire Changes damage: +12% arcane / +21% darkness / +9% light Damage affinity(heal): +10% darkness Light radius: +5 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 5.5 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 301.59 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chalurab (dig speed 24 turns) Chalurab (dig speed 24 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +8 Str / +3 Cun / +3 Con Changes resistances: +12% nature / +6% mind Changes damage: +7% nature Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Poruldayalaith the steel torque of psionic shield [power 47] (15 cooldown) Poruldayalaith the steel torque of psionic shield [power 47] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum mana: +20.00 Maximum vim: +10.00 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Sparky the Skeleton Archmage level 36
28th Dusk 122nd year of Ascendancy at 11:52 see stats
By Sparky the Skeleton Archmage level 29
15th Dusk 122nd year of Ascendancy at 19:54 see stats
By Sparky the Skeleton Archmage level 21
1st Dusk 122nd year of Ascendancy at 17:14 see stats
By Sparky the Skeleton Archmage level 35
26th Dusk 122nd year of Ascendancy at 20:57 see stats
By Sparky the Skeleton Archmage level 17
1st Flare 122nd year of Ascendancy at 10:13 see stats
By Sparky the Skeleton Archmage level 25
9th Dusk 122nd year of Ascendancy at 20:32 see stats
By Sparky the Skeleton Archmage level 34
23rd Dusk 122nd year of Ascendancy at 19:37 see stats
By Sparky the Skeleton Archmage level 42
38th Dusk 122nd year of Ascendancy at 01:29 see stats
By Sparky the Skeleton Archmage level 10
4th Mirth 122nd year of Ascendancy at 16:15 see stats
By Sparky the Skeleton Archmage level 20
7th Flare 122nd year of Ascendancy at 10:28 see stats
By Sparky the Skeleton Archmage level 30
16th Dusk 122nd year of Ascendancy at 04:04 see stats
By Sparky the Skeleton Archmage level 40
34th Dusk 122nd year of Ascendancy at 17:13 see stats
By Sparky the Skeleton Archmage level 43
41st Dusk 122nd year of Ascendancy at 15:40 see stats
By Sparky the Skeleton Archmage level 23
4th Dusk 122nd year of Ascendancy at 17:37 see stats
By Sparky the Skeleton Archmage level 18
5th Flare 122nd year of Ascendancy at 00:22 see stats
By Sparky the Skeleton Archmage level 20
9th Flare 122nd year of Ascendancy at 00:42 see stats
By Sparky the Skeleton Archmage level 16
1st Summertide 122nd year of Ascendancy at 12:50 see stats
By Sparky the Skeleton Archmage level 42
37th Dusk 122nd year of Ascendancy at 17:30 see stats
Log
You gain 12.50 gold from the transmogrification of Crooked Club (129% power, 4 apr).
You gain 7.43 gold from the transmogrification of caustic voratun longsword (151% power, 6 apr).
You gain 4.02 gold from the transmogrification of acidic voratun longsword of paradox (150% power, 6 apr).
You gain 4.70 gold from the transmogrification of blazebringer's stralite longsword (142% power, 5 apr).
You gain 2.50 gold from the transmogrification of voratun greatsword of projection (177% power, 4 apr).
You gain 9.60 gold from the transmogrification of stormbringer's voratun greatsword of massacre (187% power, 4 apr).
You gain 14.78 gold from the transmogrification of blazebringer's voratun greatsword of enduring (175% power, 4 apr).
You gain 25.00 gold from the transmogrification of stralite greatsword 'Flashjustice' (162% power, 3 apr).
You gain 5.72 gold from the transmogrification of stralite greatmaul of rage (164% power, 3 apr).
You gain 9.82 gold from the transmogrification of warbringer's voratun battleaxe of amnesia (169% power, 4 apr).
You gain 3.75 gold from the transmogrification of voratun battleaxe of corruption (167% power, 4 apr).
You gain 6.09 gold from the transmogrification of truestriking voratun battleaxe (169% power, 4 apr).
You gain 6.05 gold from the transmogrification of truestriking voratun battleaxe (168% power, 4 apr).
You gain 4.10 gold from the transmogrification of quick voratun battleaxe (166% power, 4 apr).
You gain 25.00 gold from the transmogrification of Galestir (171% power, 4 apr).
You gain 9.11 gold from the transmogrification of short dragonbone vilestaff of wizardry (136% power, 6 apr, fire element).
You gain 25.00 gold from the transmogrification of Chalohell the Bleakstreaker (136% power, 6 apr, arcane element).
You gain 12.35 gold from the transmogrification of Gravitational Staff (136% power, 8 apr, physical element).
You gain 8.50 gold from the transmogrification of Penitence (111% power, 4 apr, nature element).
You gain 6.48 gold from the transmogrification of pixie's voratun ring of pilfering.
You gain 12.57 gold from the transmogrification of pixie's voratun ring of life.
You gain 25.00 gold from the transmogrification of Glory of the Pride.
You gain 3.61 gold from the transmogrification of titan's steel ring of pilfering.
You gain 6.86 gold from the transmogrification of restful voratun amulet of murder.
You gain 0.70 gold from the transmogrification of shatter afflictions rune (absorb 111; cd 13).
You gain 1.53 gold from the transmogrification of movement infusion (speed 658%; cd 17).
Accepted quest 'Infinite Dungeon Challenge (Level 45): Rush Hour (236)'! (Press 'j' to see the quest log)
Saving game...
Saving done.
The furious lightning storm around Sparky calms down and disappears.