Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 30 / 38% |
Size | medium |
Lifes / Deaths | Killed by Hamosel the halfling at level 18 on the 39th Haze 122nd year of Ascendancy at 07:55 3 / 3Killed by Poltergeist Spellblaze Shard at level 28 on the 35th Regrowth 123rd year of Ascendancy at 15:59 Killed by Zubynne the skeleton assassin at level 28 on the 36th Regrowth 123rd year of Ascendancy at 11:56 |
Primary Stats
Strength | 48 (base 13) |
Dexterity | 44 (base 10) |
Constitution | 29 (base 10) |
Magic | 92 (base 60) |
Willpower | 26 (base 10) |
Cunning | 100 (base 59) |
Resources
Life | 794/794 |
Mana | 284/284 |
Stamina | 167/167 |
Healing Factor | 1.5124687383468 |
Regeneration | 21.098938899938 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +51.205122053262% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 44.876568527989 |
See Invisible | 44.876568527989 |
Offense: Mainhand
Damage | 43 |
Accuracy | 65 |
Crit Chance | 49% |
APR | 26 |
Speed | 1.11 |
Offense: Offhand
Damage | 18 |
Accuracy | 65 |
Crit Chance | 52% |
APR | 30 |
Speed | 1.11 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Lightning | +36% |
Light | +5% |
Temporal | +6% |
Cold | +9% |
Arcane | +15% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +65% |
Physical | +36% |
All | +25% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 66 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 36 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 14%( 70%) |
All | + 8%( 70%) |
Darkness | + 15%( 70%) |
Light | + 14%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 46%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 16% |
Fear Resistance | 100% |
Stun Resistance | 55% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 476 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1436% for 10 turns (128 total) and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 184 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 Cunning stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Shielding |
talent | Precise Strikes |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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. | active |
You failed to protect the injured seer from death by Bethiyatha the snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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: 115. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * You've found the needed ice ant stinger. | active |
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! | 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 within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Bethidarin the pair of hardened leather boots (0 def, 7 armour) Bethidarin the pair of hardened leather boots (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Move Speed +10% defense ------ Armor +7 Fatigue -6% Unlife -40.00 life Life +37.00 Healmod +20% Poison Resist +20% other ------- Stamina/turn +0.70 A pair of boots made of leather. |
Light source | Camadil the brass lantern Camadil the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Wil offense ------ Mindpower +15 (+5 eff.) defense ------ Resistance +3% acid +5% arcane Unlife -40.00 life Healmod +5% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Layiyabeth the Cinderripper (0 def, 4 armour) Layiyabeth the Cinderripper (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +2 Dex +4 Cun +3 Con offense ------ Damage +12% lightning +6% fire Ignore resists +10% lightning When Hit 4 nature 6 fire defense ------ Armor +4 Fatigue +4% Resistance +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Loamfoe (0 def, 2 armour) Loamfoe (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +2 Dex offense ------ On-Hit 7 light Damage +5% light +6% temporal Accuracy +12 (+3 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +2 Fatigue +3% Resistance +6% light +8% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Eilinura the Boltumbra [power 45] (22 cooldown) Eilinura the Boltumbra [power 45] (22 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% lightning Ignore resists +10% lightning When Hit 4 lightning defense ------ Resistance +3% fire Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's gold ring of pilfering wizard's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Accuracy +9 (+3 eff.) Ignore Armor +8 defense ------ Defense +13 (+3 eff.) Spell save +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Chaludofang Chaludofang0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +9% acid +6% blight +22% nature +9% lightning Unlife -60.00 life Life Regen +4.00 Cut Resist +10% Rings make your fingers look great! |
Around neck | Lightningsnake the steel amulet Lightningsnake the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +9 Cun +10 Con offense ------ Move Speed +10% Damage +6% lightning Ignore resists +15% lightning When Hit 4 mind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Light +2 Infravision +3 Amulets make your neck look great! |
In main hand | Crackleonslaught the ash magestaff (15-18 power, 3 apr, arcane element) Crackleonslaught the ash magestaff (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% arcane +6% lightning Ignore resists +5% lightning defense ------ Resistance +9% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | rough leather belt 'Pitchbait' rough leather belt 'Pitchbait'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Accuracy +5 (+2 eff.) When Hit 6 darkness defense ------ Defense +15 (+4 eff.) Fatigue -5% Resistance +3% lightning Unlife -40.00 life other ------- Encumbrance +23 Max stamina +10.00 A belt that goes around your waist. |
In off hand | Offalprophet the dwarven-steel dagger (18-23 power, 7 apr) Offalprophet the dwarven-steel dagger (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +6 Mag +7 Wil +6 Cun +6 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +11% physical Accuracy +10 (+3 eff.) Ignore Armor +7 When Hit 4 nature defense ------ Disarm Resist +16% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +20.00 Sharp, short and deadly. |
Cloak | Rimebender (2 def, 0 armour) Rimebender (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +6 Wil offense ------ Mind Crit +4% Damage +9% cold defense ------ Defense +2 (+1 eff.) Resistance +6% cold Physical save +8 (+4 eff.) Mind save +8 (+4 eff.) Unlife -50.00 life other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ulfurofang (6 def, 4 armour) Ulfurofang (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +9% acid +26% fire +3% lightning Life +32.00 Life Regen +7.70 Healmod +11% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
manasurge rune of the psychic (regen 756% over 10 turns; mana 38; cd 12) manasurge rune of the psychic (regen 756% over 10 turns; mana 38; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 756% for 10 turns (67 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the wizard (regen 1730% over 10 turns; mana 86; cd 17) manasurge rune of the wizard (regen 1730% over 10 turns; mana 86; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 1730% for 10 turns (154 total) and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shatter afflictions rune of the duelist (absorb 148; cd 12) shatter afflictions rune of the duelist (absorb 148; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 151; cd 14) shatter afflictions rune of the wizard (absorb 151; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 269; dur 3; cd 14) shielding rune of the psychic (absorb 269; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 3 turns. 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 454; dur 3; cd 15) shielding rune of the sneak (absorb 454; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 3 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. |
Boriromiroleg the steel amulet Boriromiroleg the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +3% acid +15% temporal Life Regen +6.00 Poison Resist +20% Pinning Resist +22% Knockbk Resist +23% other ------- Stamina/turn +0.60 Masteries +0.12 Spell/Earth Amulets make your neck look great! |
insulating steel amulet of cunning (+2) insulating steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +14% fire +12% cold Amulets make your neck look great! |
Ragesin Ragesin0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +4 Mag +5 Cun offense ------ Spellpower +7 (+2 eff.) Damage +6% mind Ignore Armor +2 defense ------ Resistance +9% temporal Physical save +3 (+1 eff.) Unlife -80.00 life Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.03 cold and 11.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
iron battleaxe of massacre (24-37 power, 1 apr) iron battleaxe of massacre (24-37 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
Amythad (12-16 power, 6 apr) Amythad (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 cold On-Hit, radius 1 +4 mind On Critical: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+2 eff.) Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% physical Disarm Resist +22% other ------- Stamina/turn +1.00 Sharp, short and deadly. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- 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. |
iron greatsword (18-30 power, 1 apr) iron greatsword (18-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 18.5 - 29.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Hellsglean the ash starstaff (15-18 power, 3 apr, temporal element) Hellsglean the ash starstaff (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +14 (+4 eff.) Damage +3% mind +15% temporal Ignore resists +5% mind +5% fire defense ------ Defense +7 (+2 eff.) Resistance +6% mind Physical save +7 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 89.40 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. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 159.48 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (319). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cleansing rough leather belt cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +5% acid +5% blight A belt that goes around your waist. |
rough leather belt 'Unlightcutter' rough leather belt 'Unlightcutter'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +6% mind Ignore resists +15% darkness defense ------ Resistance +3% mind Physical save +6 (+3 eff.) A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Frosthunt' (1 def, 6 armour) linen cloak 'Frosthunt' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +20.00% Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe 'Emeluta' (30 def, 0 armour) linen robe 'Emeluta' (30 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +3 Wil +6 Con offense ------ Spellpower +8 (+2 eff.) Spellpower/crit +3 Damage +3% arcane +6% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Defense +30 (+8 eff.) Resistance +7% all Silence Resist +24% other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of nature (+19%) (0 def, 0 armour) verdant cashmere robe of nature (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con offense ------ Damage +22% nature defense ------ Resistance +19% nature +11% all Poison Resist +29% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rimefiend the pair of voratun boots (0 def, 5 armour) Rimefiend the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +4 Wil +4 Cun +7 Con offense ------ Spellpower +9 (+3 eff.) Damage +3% cold +8% physical Ignore resists +20% arcane defense ------ Armor +5 Fatigue +4% Resistance +5% arcane +18% cold Physical save +11 (+5 eff.) Spell save +12 (+6 eff.) Mind save +13 (+5 eff.) other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Viperoozer the pair of hardened leather boots (0 def, 3 armour) Viperoozer the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% nature +10% temporal When Hit 8 light On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +3 Resistance +6% nature other ------- Stamina/turn +0.60 Max stamina +15.00 Light +3 A pair of boots made of leather. |
miner's pair of rough leather boots of speed (0 def, 2 armour) miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
radiant rough leather gloves of dexterity (+2) (0 def, 1 armour) radiant rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 light Damage +4% light Accuracy +10 (+3 eff.) defense ------ Armor +1 Resistance +5% light 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. |
Glitterspike (0 def, 1 armour) Glitterspike (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil +4 Con offense ------ When Hit 2 light defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +3% fire other ------- Light +2 See Invisibility +12 A cap made of leather. |
Uriroddabar (1 def, 4 armour) Uriroddabar (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +6 Dex offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Ignore resists +5% physical defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +1% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
bladed rough leather cap of dexterity (+3) (0 def, 1 armour) bladed rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Dex defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.9 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Sparksaw (2 def, 6 armour) Sparksaw (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ Damage +18% lightning Ignore resists +25% lightning +10% acid defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane +9% acid Spell save +14 (+7 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Blackmire (3 def, 2 armour) Blackmire (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Damage +3% acid When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +16% cold A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
4 agate 4 agate0.0 Encumbrance 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. |
632 alchemist agate 632 alchemist agate0.0 Encumbrance 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. |
3 onyx 3 onyx0.0 Encumbrance 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. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance 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. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
bright brass lantern of focus bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- Light +5 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. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 314/400 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 Chest Transmogrification Chest2.0 Encumbrance 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. |
elm totem of summon tentacle [power 100] (22 cooldown) elm totem of summon tentacle [power 100] (22 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 223 Base Damage: 100 Armor: 1 All Resist: 5 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Magicslicer the Skeleton Arcane Blade level 30
51st Regrowth 123rd year of Ascendancy at 02:02 see stats
By Magicslicer the Skeleton Arcane Blade level 18
42nd Haze 122nd year of Ascendancy at 08:52 see stats
By Magicslicer the Skeleton Arcane Blade level 30
51st Regrowth 123rd year of Ascendancy at 16:44 see stats
By Magicslicer the Skeleton Arcane Blade level 20
59th Haze 122nd year of Ascendancy at 01:05 see stats
By Magicslicer the Skeleton Arcane Blade level 27
5th Allure 123rd year of Ascendancy at 21:26 see stats
By Magicslicer the Skeleton Arcane Blade level 10
72nd Dusk 122nd year of Ascendancy at 16:21 see stats
By Magicslicer the Skeleton Arcane Blade level 20
56th Haze 122nd year of Ascendancy at 07:12 see stats
By Magicslicer the Skeleton Arcane Blade level 30
50th Regrowth 123rd year of Ascendancy at 10:41 see stats
By Magicslicer the Skeleton Arcane Blade level 26
4th Decay 122nd year of Ascendancy at 10:00 see stats
By Magicslicer the Skeleton Arcane Blade level 23
68th Haze 122nd year of Ascendancy at 03:46 see stats
By Magicslicer the Skeleton Arcane Blade level 27
5th Allure 123rd year of Ascendancy at 21:49 see stats
By Magicslicer the Skeleton Arcane Blade level 19
54th Haze 122nd year of Ascendancy at 08:37 see stats
By Magicslicer the Skeleton Arcane Blade level 12
75th Dusk 122nd year of Ascendancy at 19:58 see stats
By Magicslicer the Skeleton Arcane Blade level 27
5th Allure 123rd year of Ascendancy at 21:49 see stats
By Magicslicer the Skeleton Arcane Blade level 27
24th Regrowth 123rd year of Ascendancy at 18:55 see stats
By Magicslicer the Skeleton Arcane Blade level 20
58th Haze 122nd year of Ascendancy at 13:13 see stats
By Magicslicer the Skeleton Arcane Blade level 21
61st Haze 122nd year of Ascendancy at 05:57 see stats
By Magicslicer the Skeleton Arcane Blade level 14
8th Haze 122nd year of Ascendancy at 09:44 see stats
Log
You gain 18.19 gold from the transmogrification of Lisykira the vined mindstar (6-6 power, 18 apr, mind damage).
You gain 20.62 gold from the transmogrification of Ivoriathra the Nightgrinder (6-6 power, 18 apr, nature damage).
You gain 2.00 gold from the transmogrification of Bloomsoul (8-9 power, 13 apr, nature damage).
You gain 22.73 gold from the transmogrification of Gorelle the steel mace (13-18 power, 3 apr).
You gain 23.91 gold from the transmogrification of Gloomsteel the steel mace (12-18 power, 14 apr).
You gain 2.35 gold from the transmogrification of arcing dwarven-steel longsword of erosion (22-31 power, 4 apr).
You gain 3.51 gold from the transmogrification of chilling stralite greatsword of erosion (51-82 power, 3 apr).
You gain 21.51 gold from the transmogrification of Viperwill (24-39 power, 2 apr).
Personal New Achievement: Dragon's Greed (Insane (Adventure) difficulty)!
You gain 25.00 gold from the transmogrification of Smolderwend (26-42 power, 2 apr).
You gain 2.68 gold from the transmogrification of thought-forged steel dagger of massacre (18-23 power, 6 apr).
You gain 5.57 gold from the transmogrification of thought-forged dwarven-steel dagger of shearing (18-23 power, 7 apr).
You gain 8.54 gold from the transmogrification of enhanced iron dagger of shearing (10-14 power, 5 apr).
You gain 17.50 gold from the transmogrification of Flowerbrand (24-37 power, 2 apr).
You gain 15.00 gold from the transmogrification of The Black Core.
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 26; cd 17).
You gain 1.71 gold from the transmogrification of blink rune (range 4; phase 14; cd 11).
You gain 1.94 gold from the transmogrification of biting gale rune of the duelist (damage 201; dur 4; cd 17).
You gain 1.37 gold from the transmogrification of biting gale rune (damage 82; dur 4; cd 23).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; physical; dur 3; cd 13).
You gain 0.96 gold from the transmogrification of regeneration infusion (heal 155; 16 cd).
You gain 2.02 gold from the transmogrification of movement infusion of the titan (speed 548%; cd 12).
You gain 1.52 gold from the transmogrification of movement infusion (speed 494%; cd 14).
You gain 0.67 gold from the transmogrification of healing infusion (heal 59; cd 13).
There is a teleportation circle to the surface here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.