










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 50 / 3657% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 37 (base 12) |
| Constitution | 51 (base 36) |
| Magic | 143 (base 60) |
| Willpower | 100 (base 60) |
| Cunning | 104 (base 62) |
Resources
| Life | 974/974 |
| Mana | 575/575 |
| Healing Factor | 1.5940316950178 |
| Regeneration | 56.189617249376 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.20512205326% |
| Spell | 0% |
| Global | +130.07221286943% |
Vision
| Sight | 15 |
| Lite | -997 |
| Infravision | 10 |
| See Stealth | 24.989568789746 |
| See Invisible | 58.080263900679 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 27 |
| Crit Chance | 36% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 98 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +51% |
| Physical | +30% |
| Lightning | +192% |
| Cold | +55% |
| Arcane | +63% |
| Fire | +55% |
| All | +26% |
Offense: Damage Penetration
| Lightning | +75% |
| Blight | +50% |
| Arcane | +54% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 42 (50.65183292883%) |
| Defense | 69 |
| Ranged Defense | 78 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 74 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 54%( 70%) |
| All | + 39%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 61%( 80%) |
| Temporal | + 41%( 70%) |
| Physical | + 47%( 70%) |
| Fire | + 62%( 70%) |
| Mind | + 57%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 90% |
| Fear Resistance | 30% |
| Teleport Resistance | 20% |
| Blind Resistance | 50% |
| Silence Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 222 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 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 1801% for 10 turns (270 total) and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 1433 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1004% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| 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 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Phantasmal Shield |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Arcane Power |
| talent | Thunderstorm |
| talent | Essence of Speed |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Aether Permeation |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 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 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 2756. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Armour +5 Silence- +38% Confus- +50% Stun/Frz- +49% Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | DĂșathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Crown of the Elements (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 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. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.6 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 482.92 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: ----- def ----- Resists +3% temporal +5% arcane +6% light Mind.save +3 (+1 eff.) Die.at -60.00 life Max.HP +92.00 HP.reg +31.00 Heal.mod +31% Silence- +50% Knockbk- +20% ---------- misc Mana/turn +0.20 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Flashspar the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +13 Wil +19 Mag dps ---------- Spell.crit +5% Res.pen +25% blight +10% fire Melee Ret 10 blight 8 fire ----- def ----- Mind.save +14 (+4 eff.) Max.HP +78.00 ---------- misc Mana/turn +0.32 Max.mana +51.00 A belt that goes around your waist. |
| In main hand | Nimbusenvy the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical 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 +19.00% Spell.pwr +31 (+5 eff.) Dmg.mod +48% lightning +15% arcane Res.pen +10% arcane ----- def ----- Resists +6% lightning Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) ---------- misc Mana/turn +0.48 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Gloredhemira (0 def, 4 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) Dmg.mod +27% lightning +14% all On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Armour +4 Resists +40% lightning +12% fire +15% all Spell.save +30 (+7 eff.) HP.reg +4.00 Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of conjuring (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +5 (+1 eff.) Dmg.mod +7% arcane Res.pen +9% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +101.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +30% mind +5% all Ignore.dmg +8% Affinity +20% lightning Confus- +30% Fear- +30% ---------- misc Light +2 Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 99.49 physical damage and 192.86 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 722%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 722% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 40%; magical, physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 48%; physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% 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. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 309; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 309 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 32; blocks 4; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 4 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 301 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 200.38 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glura the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% arcane ----- def ----- Armour +6 Resists +22% lightning +6% physical +9% light Die.at -80.00 life Heal.mod +20% Pinning- +20% Stun/Frz- +36% Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (198). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying stralite amulet of perfection (0.26 Spell / Phantasm,0.26 Spell / Meta)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +18% mind Confus- +20% ---------- misc Masteries +0.26 Spell/Phantasm +0.26 Spell/Meta Amulets make your neck look great! |
copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +21.00 Amulets make your neck look great! |
grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% 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 319 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +15% fire +12% cold Amulets make your neck look great! |
protective voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +5 ----- def ----- Armour +6 Defense +11 (+2 eff.) Res.Cap +5% all Phys.save +19 (+6 eff.) ---------- misc Mana/turn +0.23 Max.mana +58.00 Amulets make your neck look great! |
savior's stralite amulet of perfection (0.31 Spell / Air,0.31 Technique / Combat training)0.1 T4 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +17 (+5 eff.) Spell.save +17 (+5 eff.) Mind.save +17 (+5 eff.) ---------- misc Masteries +0.31 Technique/Combat training +0.31 Spell/Air Amulets make your neck look great! |
savior's voratun amulet of perfection (0.40 Spell / Storm,0.40 Spell / Earth)0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +19 (+6 eff.) Spell.save +21 (+6 eff.) Mind.save +16 (+5 eff.) ---------- misc Masteries +0.40 Spell/Storm +0.40 Spell/Earth Amulets make your neck look great! |
serendipitous stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck dps ---------- Acc +15 (+7 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 15% Amulets make your neck look great! |
starseer's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% darkness +6% temporal +6% light +7% physical Acc +10 (+5 eff.) Apr +17 Amulets make your neck look great! |
voratun amulet 'Belurath'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Mag +12 Wil ----- def ----- Resists +28% temporal Pinning- +43% Knockbk- +42% ---------- misc Masteries +0.40 Spell/Air Amulets make your neck look great! |
voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Dmg.mod +5% blight +11% fire Amulets make your neck look great! |
wanderer's gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Wil +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
wanderer's voratun amulet of dexterity (+12)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +12 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
warmaker's voratun amulet of magic (+10)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +10 Str +8 Dex +10 Mag +9 Wil Amulets make your neck look great! |
warmaker's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +7 Str +8 Dex +10 Wil dps ---------- Crit.mult +20.00% Acc +8 (+4 eff.) Apr +18 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 150.03 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Freezesage0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +8 Mag +7 Cun +9 Con dps ---------- Dmg.mod +20% nature Melee Ret 10 cold ----- def ----- Resists +40% nature +21% cold ---------- misc Infravis +4 See.Invis +21 Rings make your fingers look great! |
Growwoe0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% nature +15% temporal Res.pen +25% darkness Melee Ret 8 temporal On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +6% temporal Silence- +26% ---------- misc Mana/turn +0.26 Rings make your fingers look great! |
Hathilathakan the Murksweeper0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +14% nature +21% darkness Res.pen +10% lightning ----- def ----- Resists +6% blight +28% nature +6% darkness Spell.save +9 (+3 eff.) Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kizilamas the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Str +2 Dex dps ---------- Dmg.mod +14% light Apr +6 ----- def ----- Resists +28% light Phys.save +12 (+4 eff.) Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ragadar0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% acid ----- def ----- Defense +15 (+3 eff.) Resists +12% acid +4% physical HP.reg +4.00 Silence- +31% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
Relgentir the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +5% arcane Mind.save +18 (+5 eff.) ---------- misc Equi/ret +0.12 Max.hate +10.00 Rings make your fingers look great! |
Rimebane the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Mag +5 Wil +11 Cun dps ---------- Dmg.mod +14% mind Res.pen +15% cold ----- def ----- Resists +14% mind +15% cold ---------- misc Infravis +3 Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Tempestvagrant0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Armour +17 Resists +2% physical +6% light +12% blight +12% nature +12% mind Crit.chn- 15.00% Max.HP +44.00 Disarm- +39% Pinning- +36% Knockbk- +40% Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 31.00 cold and 26.00 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Zareblek0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +24.12% Spell.pwr +20 (+4 eff.) Res.pen +30% blight +30% acid ----- def ----- Spell.save +21 (+6 eff.) Blind- +50% Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Max.mana +120.00 Infravis +6 See.Stealth +25 See.Invis +25 Rings make your fingers look great! |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
gladiator's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Max.HP +73.00 HP.reg +10.00 Heal.mod +15% Rings make your fingers look great! |
gladiator's voratun ring of lightning (+32%)0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +9 Con dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +16% lightning ----- def ----- Resists +32% lightning Rings make your fingers look great! |
painweaver's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +6% all ----- def ----- Max.HP +72.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +16 (+4 eff.) Dmg.mod +6% all ----- def ----- Max.HP +87.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.pwr +10 (+2 eff.) Rings make your fingers look great! |
pixie's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +12 Mag dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 40 light Ranged+ 24 light Dmg.mod +14% light Rings make your fingers look great! |
savage's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +11 (+3 eff.) HP.reg +2.00 Stun/Frz- +25% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
sneakthief's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +15 (+7 eff.) Rings make your fingers look great! |
solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Max.HP +74.00 HP.reg +14.00 Heal.mod +15% Rings make your fingers look great! |
stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 5 physical Ranged+ 18 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 35 On Hit (Ranged): * 13% chance to reduce all saves and defense by 35 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+1 eff.) Rings make your fingers look great! |
titan's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +6 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Ce'Nynor'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +9 Mag dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +10 Dmg.mod +20% nature ----- def ----- Resists +40% nature +6% arcane Crit.chn- 17.97% Phys.save +22 (+7 eff.) HP.reg +4.79 Blind- +24% Stun/Frz- +24% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +25% Rings make your fingers look great! |
wizard's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Blind- +28% ---------- misc Infravis +4 See.Stealth +13 See.Invis +13 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone magestaff 'Lisara' (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +35% Crit.mult +40.00% Phys.pwr +5 (+2 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +30% arcane Acc +20 (+10 eff.) ----- def ----- Armour +4 Defense +13 (+3 eff.) Resists +6% temporal Crit.chn- 5.00% Spell.save +6 (+2 eff.) ---------- misc Light +5 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 238.74 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. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mayimina the Galeraze1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Str +1 Wil +11 Con dps ---------- Crit.mult +15.00% Phys.pwr +22 (+11 eff.) Dmg.mod +3% lightning Melee Ret 4 lightning ----- def ----- Defense +20 (+5 eff.) Phys.save +18 (+6 eff.) Stealth +14 ---------- misc Max.psi +10.00 Size +2 A belt that goes around your waist. |
drakeskin leather belt 'Issintir'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +15 Dex +7 Wil +19 Cun +19 Lck dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +15% arcane Melee Ret 10 acid ----- def ----- Resists +21% acid Phys.save +20 (+6 eff.) Spell.save +16 (+4 eff.) Mind.save +22 (+6 eff.) Stealth +29 ---------- misc T.Disarm +41 Infravis +12 A belt that goes around your waist. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Stormmalice (2 def, 2 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +12% acid +9% fire +18% cold +5% arcane +6% lightning Mind.save +9 (+3 eff.) Die.at -80.00 life Max.HP +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 217.60 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Flashking (7 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Cun +4 Con dps ---------- S.pwr/crit +10 Phasing +20% ----- def ----- Armour +5 Defense +7 (+1 eff.) Fatigue +4% Resists +6% lightning +7% fire +8% cold Phys.save +18 (+6 eff.) Mind.save +16 (+5 eff.) ---------- misc Mana/s.crit +1.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Silence- +37% Confus- +42% Stun/Frz- +49% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sepsisvagrant the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +13 Wil +6 Cun +5 Con dps ---------- Dmg.mod +9% lightning +9% nature Res.pen +25% nature ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Crit.chn- 15.00% Mind.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Mirestrider' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +3 Dex dps ---------- Spell.crit +6% Spell.pwr +16 (+3 eff.) Dmg.mod +3% physical +20% arcane +3% nature Acc +35 (+15 eff.) ----- def ----- Defense +3 (+0 eff.) Resists +9% nature ---------- misc Mana/turn +3.20 Mana/ret +2.90 Max.mana +196.00 See.Invis +9 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
7 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. |
714 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. |
7 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. |
5 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Baredrasta the Sparkwedge (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +14 Str +3 Mag +10 Con dps ---------- Crit.mult +20.00% Mind.pwr +25 (+6 eff.) Dmg.mod +9% lightning ----- def ----- Fatigue -10% Resists +9% lightning ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.2 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 123.94 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"2.0 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. |
7 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. |
9 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 83.37 cold damage and 69.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 286.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 286.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 725 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. |
Tundraarc1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +12% Mind.pwr +12 (+3 eff.) Melee Ret 10 cold ----- def ----- Resists +21% acid +9% light +15% cold +15% nature +9% lightning Mind.save +11 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Lelytoruichik'1.0 T5 lite [Rare] Nature While equipped: dps ---------- Spell.crit +4% ----- def ----- Resists +9% blight +18% mind +33% acid Max.HP +69.00 Blind- +24% Disarm- +24% ---------- misc Max.mana +119.79 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of corpselight0.0 T5 lite [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +5% Spell.pwr +16 (+3 eff.) ----- def ----- Resists +13% blight +15% darkness ---------- misc Light +7 Infravis +5 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 41 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +5% blight +6% cold +8% darkness +7% temporal Def/telep +16 Res/telep +12% Dur/telep +20% ---------- misc Light +4 Infravis +5 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 35 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
73 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
36 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
15 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. |
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. |
powerful stralite torque of mindblast [power 250] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 123] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged elven-wood totem of healing [power 536] (19 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
6 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. |
Cystspawn the elven-wood wand of clairvoyance [power 14] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +15 Mag dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +10 Dmg.mod +9% arcane Res.pen +20% nature Reveal the area around you, dispelling darkness (radius 14, power 103 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Eclipsequell the dragonbone wand of conjuration [power 450] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% darkness ----- def ----- Resists +3% lightning +5% arcane +9% light Blind- +20% Cut- +20% Silence- +20% Fire a magical bolt dealing 698 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayowyn the Hailravager [power 386] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +10 Resists +15% light +12% mind Max.HP +80.00 Pinning- +20% Create a shield absorbing up to 679 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to gain a 34% 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. |
Porulebeth the Charwyrd [power 475] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Dex +5 Mag +3 Wil dps ---------- Crit.mult +20.00% Melee Ret 8 fire 8 physical ----- def ----- Resists +5% physical Phys.save +18 (+6 eff.) Fire a magical bolt dealing 736 cold damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Obsidiansweeper' [power 494] (15 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +18% blight Res.pen +10% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 288 lightning damage and will be dazed for 1 turn (1441 total damage) Puts all charms on 15 cooldown 100% to heal for 110. 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
27 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
11 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. |
12 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. |
10 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. |
13 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Mag the Higher Archmage level 36
6th Dusk 123rd year of Ascendancy at 23:56 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mag the Higher Archmage level 38
13rd Dusk 123rd year of Ascendancy at 09:26 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mag the Higher Archmage level 28
71st Regrowth 123rd year of Ascendancy at 13:28 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mag the Higher Archmage level 37
11st Dusk 123rd year of Ascendancy at 10:28 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Mag the Higher Archmage level 33
77th Pyre 123rd year of Ascendancy at 17:29 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Mag the Higher Archmage level 42
71st Dusk 123rd year of Ascendancy at 22:27 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mag the Higher Archmage level 44
1st Wintertide 124th year of Ascendancy at 10:49 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mag the Higher Archmage level 50
31st Pyre 124th year of Ascendancy at 07:03 see stats
Bookception! (Nightmare (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Mag the Higher Archmage level 50
33rd Dusk 124th year of Ascendancy at 20:07 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mag the Higher Archmage level 41
67th Dusk 123rd year of Ascendancy at 05:09 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Mag the Higher Archmage level 50
78th Dusk 124th year of Ascendancy at 20:19 see stats
Clone War (Nightmare (Roguelike) difficulty)
Destroyed your own Shade.By Mag the Higher Archmage level 46
2nd Regrowth 124th year of Ascendancy at 14:12 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mag the Higher Archmage level 12
44th Dusk 122nd year of Ascendancy at 12:50 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Mag the Higher Archmage level 43
7th Decay 123rd year of Ascendancy at 10:37 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mag the Higher Archmage level 40
63rd Dusk 123rd year of Ascendancy at 22:13 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mag the Higher Archmage level 39
53rd Dusk 123rd year of Ascendancy at 01:26 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Mag the Higher Archmage level 24
8th Regrowth 123rd year of Ascendancy at 01:46 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Mag the Higher Archmage level 50
10th Haze 124th year of Ascendancy at 12:47 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mag the Higher Archmage level 20
48th Haze 122nd year of Ascendancy at 14:57 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mag the Higher Archmage level 27
59th Regrowth 123rd year of Ascendancy at 17:46 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Mag the Higher Archmage level 50
12nd Dusk 124th year of Ascendancy at 12:28 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Mag the Higher Archmage level 50
74th Dusk 124th year of Ascendancy at 09:35 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Mag the Higher Archmage level 47
7th Regrowth 124th year of Ascendancy at 13:51 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Mag the Higher Archmage level 35
7th Flare 123rd year of Ascendancy at 09:27 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mag the Higher Archmage level 28
71st Regrowth 123rd year of Ascendancy at 12:54 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mag the Higher Archmage level 45
1st Wintertide 124th year of Ascendancy at 16:15 see stats
Invasion from the Depths (Nightmare (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Mag the Higher Archmage level 46
5th Regrowth 124th year of Ascendancy at 03:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mag the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 09:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mag the Higher Archmage level 20
19th Haze 122nd year of Ascendancy at 10:06 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Mag the Higher Archmage level 30
80th Regrowth 123rd year of Ascendancy at 21:25 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Mag the Higher Archmage level 40
63rd Dusk 123rd year of Ascendancy at 09:12 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Mag the Higher Archmage level 50
66th Regrowth 124th year of Ascendancy at 12:45 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Mag the Higher Archmage level 33
64th Pyre 123rd year of Ascendancy at 08:32 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Mag the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:39 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Mag the Higher Archmage level 50
26th Dusk 124th year of Ascendancy at 20:51 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Mag the Higher Archmage level 22
56th Haze 122nd year of Ascendancy at 13:25 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mag the Higher Archmage level 50
7th Mirth 124th year of Ascendancy at 01:58 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mag the Higher Archmage level 26
40th Regrowth 123rd year of Ascendancy at 18:47 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Mag the Higher Archmage level 39
57th Dusk 123rd year of Ascendancy at 15:02 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mag the Higher Archmage level 37
11st Dusk 123rd year of Ascendancy at 04:28 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mag the Higher Archmage level 25
38th Regrowth 123rd year of Ascendancy at 14:06 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mag the Higher Archmage level 40
64th Dusk 123rd year of Ascendancy at 02:21 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Mag the Higher Archmage level 50
10th Haze 124th year of Ascendancy at 12:46 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mag the Higher Archmage level 9
3rd Mirth 122nd year of Ascendancy at 10:01 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mag the Higher Archmage level 28
71st Regrowth 123rd year of Ascendancy at 13:28 see stats
The Sun Still Shines (Nightmare (Roguelike) difficulty)
Aeryn survived the last battle.By Mag the Higher Archmage level 50
10th Haze 124th year of Ascendancy at 12:47 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Mag the Higher Archmage level 50
32nd Dusk 124th year of Ascendancy at 20:59 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Mag the Higher Archmage level 20
48th Haze 122nd year of Ascendancy at 06:40 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mag the Higher Archmage level 48
32nd Regrowth 124th year of Ascendancy at 23:35 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mag the Higher Archmage level 22
2nd Allure 123rd year of Ascendancy at 09:53 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mag the Higher Archmage level 27
70th Regrowth 123rd year of Ascendancy at 12:43 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mag the Higher Archmage level 17
13rd Haze 122nd year of Ascendancy at 10:27 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mag the Higher Archmage level 36
9th Dusk 123rd year of Ascendancy at 22:29 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Mag the Higher Archmage level 50
32nd Dusk 124th year of Ascendancy at 20:48 see stats
Log
You gain 25.00 gold from the transmogrification of quick voratun torque of gale force [power 330] (12 cooldown).
You gain 4.12 gold from the transmogrification of survivor's dwarven lantern of health.
You gain 7.09 gold from the transmogrification of enlightening voratun plate armour of fire resistance (0 def, 16 armour).
You gain 25.00 gold from the transmogrification of Nimbusrune (0 def, 16 armour).
You gain 6.76 gold from the transmogrification of fortifying voratun mail armour (5 def, 10 armour).
You gain 10.57 gold from the transmogrification of werebeast's drakeskin leather cap of absorption (0 def, 5 armour).
You gain 5.31 gold from the transmogrification of miner's voratun helm of precognition (12 def, 11 armour).
You gain 6.53 gold from the transmogrification of elven-silk wizard hat of madness (3 def, 0 armour).
You gain 5.40 gold from the transmogrification of clarifying elven-silk wizard hat of arcana (3 def, 0 armour).
You gain 3.00 gold from the transmogrification of bladed drakeskin leather cap (0 def, 5 armour).
You gain 5.53 gold from the transmogrification of scholar's pair of drakeskin leather boots of strife (0 def, 5 armour).
You gain 4.18 gold from the transmogrification of insulating pair of voratun boots of phasing (0 def, 5 armour).
You gain 7.36 gold from the transmogrification of blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour).
You gain 7.17 gold from the transmogrification of ancient elven-silk robe (0 def, 0 armour).
You gain 6.10 gold from the transmogrification of spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour).
You gain 3.20 gold from the transmogrification of elven-silk cloak of implacability (3 def, 0 armour).
You gain 9.35 gold from the transmogrification of drakeskin leather belt of burglary.
You gain 8.74 gold from the transmogrification of balanced voratun waraxe of crippling (150% power, 6 apr).
You gain 4.96 gold from the transmogrification of potent dragonbone magestaff of might (143% power, 6 apr, arcane element).
You gain 3.25 gold from the transmogrification of voratun longsword of torment (153% power, 6 apr).
You gain 5.02 gold from the transmogrification of acidic voratun longsword of crippling (154% power, 6 apr).
You gain 4.46 gold from the transmogrification of dragonbone longbow of lightning.
You gain 0.69 gold from the transmogrification of manasurge rune (regen 1307% over 10 turns; mana 65; cd 14).
You gain 1.85 gold from the transmogrification of ethereal rune (power 17; resist 35%; move 56%; dur 5; cd 19).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
The furious lightning storm around Mag calms down and disappears.












































































































































































