










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 39 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by rogue at level 8 on the 4th Mirth 122nd year of Ascendancy at 18:44 5 / 2Killed by Doomed Shade of Shine at level 39 on the 14th Pyre 124th year of Ascendancy at 06:14 |
Primary Stats
| Strength | 10.000000000001 (base 10) |
| Dexterity | 19 (base 16) |
| Constitution | 22 (base 19) |
| Magic | 110 (base 60) |
| Willpower | 77 (base 60) |
| Cunning | 53 (base 18) |
Resources
| Life | 456/456 |
| Mana | 346/346 |
| Healing Factor | 1.4024166372473 |
| Regeneration | 7.3626873455483 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35.14089514844% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 32.527741214659 |
| See Invisible | 66.061811441598 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 13 |
| Crit Chance | 17% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 38% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +8% |
| Arcane | +27% |
| Cold | +14% |
| All | +2% |
| Lightning | +64% |
| Temporal | +7% |
| Physical | +17% |
| Fire | +7% |
| Mind | +40% |
Offense: Damage Penetration
| Lightning | +52% |
| Cold | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 30 (50.65183292883%) |
| Defense | 54 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 49 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 70%( 70%) |
| All | + 21%( 70%) |
| Physical | + 40%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 45%( 70%) |
| Darkness | + 33%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
| Knockback Resistance | 20% |
| Confusion Resistance | 28% |
| Stun Resistance | 61% |
| Pinning Resistance | 100% |
| Poison Resistance | 34% |
| Blind Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 651 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 1054 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Storm | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 2/5 |
| 2/5 |
| 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 / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Tempest |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Aether Permeation |
| talent | Shielding |
| talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 385. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 264 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | alchemist's lamp 'Kindlewell'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +6% acid +15% fire +18% lightning Die.at -40.00 life Blind- +31% Silence- +20% Confus- +18% Knockbk- +20% ---------- misc Light +8 See.Stealth +14 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Drusalen the Taintnigh (32 def, 12 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Armour +12 Defense +32 (+9 eff.) Resists +16% mind +6% darkness Crit.chn- 15.00% Die.at -40.00 life Poison- +20% Silence- +20% A pointy cloth hat, very wizardly... |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | rogue's gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+3 eff.) Resists +19% acid +16% fire +13% lightning +19% cold Rings make your fingers look great! |
| On fingers | treant's stralite ring of lightning (+7%)0.1 T4 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +7% blight +9% nature +28% lightning Poison- +14% Disease- +16% Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | infernal elven-wood magestaff of the prodigy (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Mag +11 Wil +10 Cun dps ---------- Spell.crit +4% Crit.mult +27.00% Spell.pwr +18 (+4 eff.) S.pwr/crit +8 Melee+ 20 fire Dmg.mod +25% lightning ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Floekiss (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) Melee+ 10 temporal Ranged+ 8 temporal Dmg.mod +5% temporal Res.pen +5% cold Phasing +10% ----- def ----- Armour +2 Resists +6% cold +9% temporal ---------- misc Vim/s.crit +2.00 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. |
| Main armor | dispeller's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +10% acid +15% physical +5% fire +12% cold ----- def ----- Resists +9% lightning +9% darkness +23% fire +15% all +14% acid +14% physical +9% blight +24% cold +8% light Phys.save +14 (+6 eff.) Spell.save +23 (+8 eff.) Mind.save +14 (+5 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Hazestake the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +14% blight +9% cold +14% nature +15% mind Mind.save +6 (+2 eff.) HP.reg +5.00 Heal.mod +15% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Pitchwrecker'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% blight Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 40%; magical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of the Rift (458.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 490.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 8; phase 23; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Shiverbright the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +15% blight +15% cold ----- def ----- Resists +6% blight +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +40% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] 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. |
pixie's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Phys.pwr +7 (+7 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
steel aquamarine ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+7 eff.) ----- def ----- Armour +2 Resists +2% all Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Dex 24 [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 42 [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+6 eff.) Rush: Level 3.0 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Emelyriwen the Shimmerblood (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature 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: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) Dmg.mod +35% lightning +3% blight Res.pen +15% blight ----- def ----- Defense +9 (+3 eff.) Resists +10% lightning ---------- misc Max.mana +37.00 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 170.98 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. |
Getyzor the elven-wood vilestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +20 (+4 eff.) S.pwr/crit +10 Dmg.mod +3% arcane +25% lightning ----- def ----- Armour +6 Defense +5 (+2 eff.) Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) HP.reg +1.70 Heal.mod +25% Poison- +20% Disease- +15% Knockbk- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was changed by the digestive sack. |
Glorewen the Blindmortal (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +28% Crit.mult +33.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight +3% darkness ----- def ----- Defense +13 (+4 eff.) Resists +9% blight +3% fire +3% darkness ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 6 that illuminates the area and deals 126.14 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. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Urtholathakan the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] 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 Dex +2 Mag +7 Wil +3 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +15% lightning On Hit (Melee): * 10% chance to reduce armor by 46% ----- def ----- Crit.chn- 15.00% ---------- misc Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Yvodarin the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] 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: Stats +8 Mag +7 Wil +10 Cun +2 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+3 eff.) S.pwr/crit +7 Dmg.mod +20% lightning +20% cold +20% arcane +20% fire Res.pen +15% arcane ---------- misc Stam/turn +3.00 Mana/turn +0.17 Max.mana +63.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Smearrot' (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.crit +13.0% Spell.crit +13% Spell.pwr +37 (+8 eff.) Melee+ 45 arcane Dmg.mod +30% acid +30% darkness +30% blight +30% fire +6% nature Res.pen +15% darkness +15% temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Phys.save +13 (+6 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.mana +113.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of the prodigy (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Mag +12 Wil +10 Cun dps ---------- Spell.crit +4% Crit.mult +17.00% Spell.pwr +19 (+4 eff.) S.pwr/crit +7 Melee+ 25 fire Dmg.mod +25% acid ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of breaching (20-24 power, 4 apr, lightning 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% Crit.mult +22.00% Spell.pwr +15 (+3 eff.) Melee+ 20 fire Dmg.mod +20% lightning Res.pen +10% lightning ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of power (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] 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: dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.12 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
dispeller's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +12% acid +13% physical +8% fire +7% cold ----- def ----- Resists +10% lightning +9% darkness +22% fire +13% all +11% acid +12% physical +9% blight +22% cold +8% light Phys.save +12 (+5 eff.) Spell.save +31 (+10 eff.) Mind.save +14 (+5 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +12% acid +14% physical +6% fire +9% mind +14% cold Res.pen +12% mind ----- def ----- Resists +14% acid +14% physical +16% fire +13% cold +13% all ---------- misc Psi/turn +0.41 Max.psi +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% acid +7% physical +8% fire +20% arcane +9% cold ----- def ----- Resists +13% acid +10% physical +12% fire +13% cold +11% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +15% acid +15% physical +13% temporal +11% fire +8% arcane +17% cold ----- def ----- Resists +16% acid +11% physical +11% fire +11% cold +13% all ---------- misc Max.mana +82.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Corruptiondare' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% nature Res.pen +10% darkness +10% temporal ----- def ----- Armour +4 Fatigue +3% Resists +13% temporal +17% darkness +7% fire +6% nature +8% cold Phys.save +7 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+3 eff.) Def/telep +14 Res/telep +12% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
rough leather gloves 'Earesin' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+8 eff.) Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life Disarm- +21% ---------- misc Max.stam +10.00 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 65.55 to 196.66 lightning damage (131.11 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Daimahad the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +1% Mind.crit +4% Mind.pwr +4 (+1 eff.) S.pwr/crit +6 ----- def ----- Defense +2 (+1 eff.) Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Psi/turn +0.19 Max.mana +80.00 A pointy cloth hat, very wizardly... |
Emyssra the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Con dps ---------- Spell.crit +4% Crit.mult +15.00% Phys.pwr +20 (+15 eff.) Spell.pwr +4 (+1 eff.) Mind.pwr +15 (+5 eff.) Res.pen +5% mind ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.22 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Blasttaint (15 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +5 Mag +5 Wil +10 Cun dps ---------- Dmg.mod +9% lightning +6% darkness Melee Ret 6 lightning 8 darkness ----- def ----- Armour +12 Defense +15 (+5 eff.) Fatigue +8% Resists +13% darkness +10% physical Max.HP +45.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
4 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. |
276 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. |
8 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flamenaught the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature +3% fire ----- def ----- Resists +3% acid +12% blight +18% nature +3% mind Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
3 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. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+8 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 439 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
9 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. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Polyramina [power 434] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 46% * 20% chance to slow global speed by 57% * 20 arcane resource burn ----- def ----- Resists +15% blight +6% cold +6% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 142 lightning damage and will be dazed for 1 turn (711 total damage) Puts all charms on 15 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Woejeer of the Blightspawn [power 392] (15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 30 On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 35 * 35% chance to reduce damage dealt by 24% ----- def ----- Resists +18% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 128 lightning damage and will be dazed for 1 turn (643 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
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. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
12 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Shine the Cornac Archmage level 36
10th Haze 123rd year of Ascendancy at 07:37 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shine the Cornac Archmage level 27
15th Pyre 123rd year of Ascendancy at 01:04 see stats
Against all odds
Killed Ukruk in the ambush.By Shine the Cornac Archmage level 32
78th Pyre 123rd year of Ascendancy at 21:31 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Shine the Cornac Archmage level 27
3rd Pyre 123rd year of Ascendancy at 22:51 see stats
Brave new world
Went to the Far East and took part in the war.By Shine the Cornac Archmage level 38
80th Regrowth 124th year of Ascendancy at 08:27 see stats
Bringer of Doom
Killed a Bringer of Doom.By Shine the Cornac Archmage level 37
5th Regrowth 124th year of Ascendancy at 12:40 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Shine the Cornac Archmage level 33
2nd Flare 123rd year of Ascendancy at 06:36 see stats
Clone War
Destroyed your own Shade.By Shine the Cornac Archmage level 39
14th Pyre 124th year of Ascendancy at 09:28 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Shine the Cornac Archmage level 19
31st Haze 122nd year of Ascendancy at 12:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Shine the Cornac Archmage level 37
6th Regrowth 124th year of Ascendancy at 01:32 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Shine the Cornac Archmage level 34
16th Dusk 123rd year of Ascendancy at 14:40 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Shine the Cornac Archmage level 38
20th Regrowth 124th year of Ascendancy at 01:50 see stats
Exterminator
Killed 1000 creatures.By Shine the Cornac Archmage level 19
21st Haze 122nd year of Ascendancy at 05:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shine the Cornac Archmage level 36
63rd Haze 123rd year of Ascendancy at 12:26 see stats
Guiding Hand
Saved all escorted adventurers.By Shine the Cornac Archmage level 36
4th Regrowth 124th year of Ascendancy at 11:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shine the Cornac Archmage level 26
75th Regrowth 123rd year of Ascendancy at 22:54 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Shine the Cornac Archmage level 32
9th Mirth 123rd year of Ascendancy at 19:09 see stats
Level 10
Got a character to level 10.By Shine the Cornac Archmage level 10
9th Mirth 122nd year of Ascendancy at 16:40 see stats
Level 20
Got a character to level 20.By Shine the Cornac Archmage level 20
77th Haze 122nd year of Ascendancy at 11:58 see stats
Level 30
Got a character to level 30.By Shine the Cornac Archmage level 30
75th Pyre 123rd year of Ascendancy at 15:20 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Shine the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 05:15 see stats
Poisonous
Sided with the assassin lord.By Shine the Cornac Archmage level 18
66th Dusk 122nd year of Ascendancy at 16:02 see stats
Size matters
Did over 600 damage in one attack.By Shine the Cornac Archmage level 18
66th Dusk 122nd year of Ascendancy at 04:07 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Shine the Cornac Archmage level 38
6th Regrowth 124th year of Ascendancy at 08:54 see stats
That was close
Killed your target while having only 1 life left.By Shine the Cornac Archmage level 39
14th Pyre 124th year of Ascendancy at 06:06 see stats
The Arena
Unlocked Arena mode.By Shine the Cornac Archmage level 10
9th Mirth 122nd year of Ascendancy at 16:56 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Shine the Cornac Archmage level 27
15th Pyre 123rd year of Ascendancy at 01:04 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Shine the Cornac Archmage level 22
8th Regrowth 123rd year of Ascendancy at 17:24 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Shine the Cornac Archmage level 26
48th Regrowth 123rd year of Ascendancy at 10:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shine the Cornac Archmage level 16
29th Dusk 122nd year of Ascendancy at 06:25 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Shine the Cornac Archmage level 31
78th Pyre 123rd year of Ascendancy at 13:41 see stats
Log
Shine killed Orc cryomancer!
You collect a new ingredient: orc heart (1).
Resting starts...
Talent Rune: Reflection Shield is ready to use.
Talent Chain Lightning is ready to use.
Shine is no longer surging arcane power.
Talent Aegis is ready to use.
Rested for 72 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.55 gold pieces.
Shine picks up ( .): extending stralite torque of mindblast [power 330] (15 cooldown).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
You gain 4.16 gold from the transmogrification of extending stralite torque of mindblast [power 330] (15 cooldown).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The furious lightning storm around Shine calms down and disappears.








































































































































