










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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:
Items Vault 1.7.6Donators/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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 28 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Gussra the giant lightning ant at level 22 on the 9th Haze 122nd year of Ascendancy at 20:11 2 / 4Killed by Polewen the ghoul at level 24 on the 15th Haze 122nd year of Ascendancy at 00:01 Killed by Adybrenne the faerlhing at level 26 on the 53rd Haze 122nd year of Ascendancy at 16:20 Killed by Gloruvea the giant lightning ant at level 27 on the 62nd Haze 122nd year of Ascendancy at 06:25 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 69 (base 60) |
| Willpower | 60 (base 47) |
| Cunning | 22 (base 12) |
Resources
| Life | 408/408 |
| Mana | 294/294 |
| Healing Factor | 1.1000003099961 |
| Regeneration | 1.3750003874951 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +122.45843205308% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 21 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 17% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +6% |
| Cold | +65% |
| All | 0% |
| Lightning | +9% |
| Light | +35% |
| Temporal | +6% |
| Physical | +15% |
| Darkness | +21% |
| Fire | +16% |
| Nature | +6% |
Offense: Damage Penetration
| Cold | +49% |
| Darkness | +8% |
| Mind | +40% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 6 |
| Physical Save | 20 |
| Spell Save | 35 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 58%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 45%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 21%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 161 damage for 4 turns. Its effects scale with your Strength 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 mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Ice | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Uttercold |
| talent | Shielding |
| talent | Essence of Speed |
| beneficial effect | The time distortion has created a restoration field, healing the target for 0 each turn. Temporal Restoration Field |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Crystal Moon. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Crystal Moon. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Crystal Moon. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Cyrimira the fox. Escort: temporal explorer (level 2 of Trollmire) | failed |
You failed to protect the temporal explorer from death by Crystal Moon. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Murkbane (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% temporal +12% light +6% nature Res.pen +20% nature Melee Ret 10 nature 6 light ----- def ----- Armour +4 Fatigue +3% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 33.43 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. |
| On head | Alahir (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +16% cold Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +3.00 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Neraleda0.1 T2 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +5 (+5 eff.) Resists +22% light +1% physical Max.HP +40.00 Blind- +20% Silence- +26% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
| On fingers | Gorakan the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- HP.reg +1.00 Blind- +22% Stun/Frz- +20% ---------- misc Infravis +4 See.Stealth +10 See.Invis +5 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Jetnull'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +18% cold Res.pen +25% mind Against +24% Summoned Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- D.Red.from +26% Summoned A belt that goes around your waist. |
| In main hand | River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.3 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 26.34 cold damage and 18.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
| On hands | dwarven-steel gauntlets 'Poriganne' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +11% Crit.mult +10.00% Melee+ 6 lightning Dmg.mod +3% lightning Acc +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +3% cold +9% darkness Phys.save +9 (+4 eff.) Die.at -20.00 life ---------- misc Psi/ret +0.04 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | woollen robe 'Ce'Nerath' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% acid +6% physical +10% darkness +10% fire +12% light +9% cold ----- def ----- Resists +11% acid +11% physical +15% darkness +18% light +11% fire +10% cold +3% mind +9% all Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Xeruvena (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +11% darkness Res.pen +8% darkness ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +18% darkness +15% cold Crit.chn- 10.00% Stealth +7 Die.at -60.00 life Heal.mod +10% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Furnacefist'0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +15% mind ----- def ----- Resists +3% lightning +3% fire Crit.chn- 15.00% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Inventory
healing infusion (heal 42; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. 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 duelist (speed 433%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% 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 Dexterity stat. 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 678%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 678% 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. 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 wizard (speed 798%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 120; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 239; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hathihell the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +3 Con dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +3% arcane Acc +7 (+4 eff.) ----- def ----- Defense +8 (+6 eff.) Resists +7% physical Phys.save +7 (+3 eff.) Unseen.red 11% Max.HP +43.00 HP.reg +3.00 ---------- misc Stam/turn +0.50 Mana/turn +0.04 Amulets make your neck look great! |
copper amulet 'Winterspitter'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Con ----- def ----- Resists +9% cold Phys.save +11 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+5 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
savior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +11 See.Invis +7 Rings make your fingers look great! |
sneakthief's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +10% lightning Acc +8 (+4 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
hateful dwarven-steel battleaxe of erosion (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature/Psionic Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 darkness +7 nature Against +14% Living Massive two-handed battleaxes. |
balanced steel greatmaul of paradox (31-46 power, 2 apr) =8DEF=5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 temporal While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +10 (+7 eff.) Resists +10% temporal Disarm- +37% Massive two-handed mauls. |
Duskwrest the elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit: * 20% chance to reduce armor by 36% * 20% chance to reduce damage dealt by 20% While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% lightning +6% darkness Res.pen +15% acid +9% physical Longbows are used to shoot arrows at your foes. |
blooming thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) ----- def ----- Max.HP +17.00 HP.reg +1.00 Heal.mod +12% Heal/summ +13 ---------- misc Talents +1 Attune Mindstar 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. |
mossy mindstar 'Aerogorn' (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +4 Resists +4% physical +9% cold +12% fire Mind.save +3 (+1 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar 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. |
thorny mindstar of flames (9-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) All.spd +2% Melee+ 4 fire Dmg.mod +4% fire Res.pen +7% fire ----- def ----- Resists +9% fire ---------- misc Talents +1 Attune Mindstar 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. |
Bethuda (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil +4 Cun dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Resists +7% darkness +6% temporal Def/telep +7 Res/telep +8% Dur/telep +12% ---------- misc Max.mana +10.00 Light +1 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Morningdeath the elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold Res.pen +25% light ----- def ----- Armour +4 Defense +7 (+6 eff.) Resists +9% blight +2% physical +5% arcane Silence- +20% Pinning- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 161.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Skyblow the elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire Res.pen +10% mind Melee Ret 2 lightning ---------- misc Psi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Turozor the Shimmerbutcher (18-21 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Wil dps ---------- Spell.crit +7% Spell.pwr +17 (+5 eff.) Dmg.mod +18% temporal ---------- misc Mana/turn +0.13 Light +3 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Tundraspire' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +6% Spell.pwr +9 (+3 eff.) Dmg.mod +15% lightning +6% cold +6% arcane ----- def ----- Resists +5% arcane +6% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of breaching (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold Res.pen +10% cold ---------- misc Mana/turn +0.21 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shimmerpiety the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +10% darkness ----- def ----- Resists +9% lightning Phys.save +5 (+2 eff.) A belt that goes around your waist. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +6% temporal Max.HP +34.00 A belt that goes around your waist. |
rough leather belt 'Veliba'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% blight Res.pen +5% arcane Phasing +10% ----- def ----- Spell.save +3 (+2 eff.) HP.reg +0.80 Heal.mod +12% ---------- misc Max.mana +80.00 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
linen cloak 'Shockblood' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% lightning Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +7% all Mind.save +17 (+8 eff.) Max.HP +40.00 HP.reg +2.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +9% all +15% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +7% light +5% darkness ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boltoozer the pair of iron boots (0 def, 3 armour) =LRES=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +2% Resists +27% lightning +6% temporal ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikewrecker the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +3% lightning Melee Ret 2 lightning 6 temporal ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Alyradan (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +9% cold +5% arcane +3% light Disease- +10% Teleport- +10% 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.92 to 110.75 lightning damage (73.83 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
linen wizard hat 'Stokeburst' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+3 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Mind.save +15 (+7 eff.) A pointy cloth hat, very wizardly... |
iron mail armour 'Daybiter' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +12% light ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +10% nature +9% light Crit.chn- 10.00% ---------- misc Light +3 A suit of armour made of mail. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+6 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Brenista the cured leather armour (6 def, 4 armour) =5DEF=9.0 T2 light armor [Rare] Nature While equipped: Stats +2 Str +2 Wil dps ---------- Phys.crit +1.0% Dmg.mod +3% acid +12% temporal +12% physical Acc +20 (+10 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +15% blight +2% physical +18% darkness ---------- misc Light +2 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+6 eff.) Rng.Def +4 (+4 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+8 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
rejuvenating hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
466 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd 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 130.28 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 130.28 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Crystal Moon the Higher Archmage level 11
7th Flare 122nd year of Ascendancy at 09:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Crystal Moon the Higher Archmage level 24
49th Haze 122nd year of Ascendancy at 11:20 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Crystal Moon the Higher Archmage level 25
50th Haze 122nd year of Ascendancy at 08:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Crystal Moon the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 02:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Crystal Moon the Higher Archmage level 20
57th Dusk 122nd year of Ascendancy at 22:00 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Crystal Moon the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 22:42 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Crystal Moon the Higher Archmage level 24
48th Haze 122nd year of Ascendancy at 03:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Crystal Moon the Higher Archmage level 15
34th Dusk 122nd year of Ascendancy at 00:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Crystal Moon the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 02:00 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Crystal Moon the Higher Archmage level 24
14th Haze 122nd year of Ascendancy at 23:31 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Crystal Moon the Higher Archmage level 23
10th Haze 122nd year of Ascendancy at 11:54 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Crystal Moon the Higher Archmage level 16
36th Dusk 122nd year of Ascendancy at 01:07 see stats
Log
A shield forms around Crystal Moon.
Giant ice ant casts Water Bolt.
Giant ice ant hits Crystal Moon for (7 to time), 0 cold (0 total damage).
Crystal Moon casts Freeze.
Giant ice ant is encased in ice!
Crystal Moon hits Giant ice ant for 211 cold damage.
Crystal Moon casts Shatter.
Giant ice ant shatters!
You collect a new ingredient: ice ant stinger (1).
Crystal Moon casts Displacement Shield.
Resting starts...
The shield around Crystal Moon crumbles.
Talent Freeze is ready to use.
The fabric of time around Crystal Moon stabilizes to normal.
The powerful time-altering energies generate a restoration field on Crystal Moon.
Talent Shatter is ready to use.
Talent Rune: Shielding is ready to use.
Talent Born into Magic is ready to use.
Talent Temporal Shield is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).






















































































































