








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 46 / 84% |
| Size | small |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 17 on the 49th Dusk 122nd year of Ascendancy at 18:14 0 / 9Killed by Assassin Lord at level 23 on the 14th Haze 122nd year of Ascendancy at 02:35 Killed by Salatha the dread at level 27 on the 1st Wintertide 123rd year of Ascendancy at 03:24 Killed by Aromira the ghoul at level 27 on the 1st Wintertide 123rd year of Ascendancy at 20:03 Killed by Salatha the elven guard at level 31 on the 8th Allure 123rd year of Ascendancy at 21:44 Killed by Drolem at level 41 on the 3rd Dusk 123rd year of Ascendancy at 02:10 Killed by Drolem at level 42 on the 3rd Dusk 123rd year of Ascendancy at 03:32 Killed by Grushnak, Battlemaster of the Pride at level 46 on the 61st Dusk 123rd year of Ascendancy at 08:05 Killed by orc elite fighter at level 46 on the 61st Dusk 123rd year of Ascendancy at 09:13 |
Primary Stats
| Strength | 22 (base 11) |
| Dexterity | 17 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 127 (base 60) |
| Willpower | 89 (base 60) |
| Cunning | 104 (base 59) |
Resources
| Life | -42/339 |
| Mana | 65/810 |
| Paradox | 300 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 0.26150778048542 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 11 |
| Crit Chance | 33% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +25% |
| Cold | +21% |
| All | 0% |
| Darkness | +8% |
| Light | +20% |
| Physical | +9% |
| Mind | +10% |
| Lightning | +103% |
| Fire | +24% |
| Nature | +20% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +15% |
| Cold | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 4 |
| Physical Save | 23 |
| Spell Save | 47 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 48%( 70%) |
| Nature | + 55%( 70%) |
| Fire | + 44%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 30%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 55% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 90% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 823 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 475. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of bone giant dust. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 287 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 517 cold damage (based on your Magic) Activation costs 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. |
| On head | mindwoven cashmere wizard hat of lightning (+21%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% lightning Changes damage: +14% lightning Psi each turn: +0.10 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | trashInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+7 eff.) Changes stats: +10 Str / +8 Wil / +8 Cun / +10 Con Changes resistances: +40% nature / +36% fire Changes damage: +20% nature / +18% fire Spell save: +6 (+2 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mindpower: +15 (+4 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
| On fingers | pixie's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 30 light Damage (Ranged): 27 light Changes stats: +5 Cun / +12 Mag Changes damage: +12% light Spellpower: +12 (+3 eff.) Rings make your fingers look great! |
| Around waist | Taintbone the drakeskin leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% nature Changes resistances penetration: +10% blight Physical save: +15 (+8 eff.) Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +11 (+3 eff.) Damage Shield penetration: +30% A belt that goes around your waist. |
| In main hand | ethereal dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +16 (+6 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.49 Spellpower: +29 (+6 eff.) Spell crit. chance: +5% Damage Shield penetration: +22% Damage Shield Power: +12% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Lisobrena the Boltripper (0 def, 14 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +14 Fatigue: +3% Changes stats: +4 Str / +3 Dex Changes resistances penetration: +10% physical Changes damage: +18% lightning / +9% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | archmage's gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 29% * 9% chance to blind Changes stats: +3 Mag Changes damage: +6% acid / +8% light / +6% fire / +6% cold / +6% lightning / +8% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
Rune of the Rift (506.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 506.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1588% over 10 turns; mana 79; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 1588% for 10 turns (300 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Glitterbait the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +5% arcane / +15% light Changes resistances penetration: +25% arcane / +15% cold Changes damage: +27% arcane Life regen: +5.00 Amulets make your neck look great! |
archmage's stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes damage: +5% acid / +5% fire / +5% lightning / +6% cold Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +11% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
FalastirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+9 eff.) Armour: +10 Changes stats: +2 Con Changes resistances: +12% light / +5% arcane Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +44% Only die when reaching: -60.00 life Maximum life: +149.00 Maximum stamina: +30.00 Rings make your fingers look great! |
gold ring 'Emassra'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+14 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Mag / +6 Wil / +6 Cun Changes damage: +6% arcane Critical mult.: +15.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+3 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Changes damage: +5% all Life regen: +11.00 Maximum life: +59.00 Spellpower: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Healing mod.: +14% Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
psionicist's gold ring of time (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% temporal Changes damage: +11% temporal Mental save: +8 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% acid / +16% fire / +17% cold / +14% lightning Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Khulmanar's Wrath (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 91.96 fire damage, and flames will be left dealing a further 21.16 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.arcing stralite greatsword of massacre (65-104 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 136 damage Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun greatsword of rage (65-104 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 36 Damage (Melee): +14 blight When wielded/worn: Accuracy: +21 (+14 eff.) Changes stats: +9 Str Changes damage: +14% physical Disease immunity: +33% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +11 (+9 eff.) Armour penetration: +15 Changes resistances penetration: +23% all Longbows are used to shoot arrows at your foes. |
Duronarildil the elven-wood magestaff (29-34 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 29.0 - 34.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +11 Mag / +12 Wil / +13 Cun Changes resistances: +6% blight / +6% darkness / +6% lightning Changes damage: +29% lightning Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +20.00 Maximum vim: +12.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Urthoyathad the elven-wood vilestaff (34-40 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% blight / +15% arcane Changes damage: +34% acid / +15% arcane Talent granted: +1 Command Staff Mana when firing critical spell: +2.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff of channeling (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Mana each turn: +0.40 Spellpower: +33 (+7 eff.) Spell crit. chance: +5% See invisible: +15 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Mana each turn: +0.18 Maximum mana: +32.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
XunneInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +19% lightning / +6% temporal / +3% fire / +5% arcane / +6% nature Only die when reaching: -40.00 life A belt that goes around your waist. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +5% fire A belt that goes around your waist. |
piece of shitPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +17 (+8 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +8% acid / +6% temporal / +10% fire / +10% cold / +9% lightning Changes damage: +6% nature Critical mult.: +14.00% Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Spellpower: +12 (+3 eff.) Light radius: +3 See invisible: +6 Size category: +1 A belt that goes around your waist. |
Gesta (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +3% acid / +1% physical / +3% darkness Changes resistances penetration: +20% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korudar the Icepierce (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% cold Changes resistances penetration: +10% cold / +25% fire Changes damage: +3% lightning / +6% cold Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brenadar' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +6% blight Mental save: +3 (+1 eff.) Psi when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil / +2 Mag Spell save: +6 (+2 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of lightning (+36%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +36% lightning / +9% cold / +13% all Changes damage: +32% lightning / +12% physical / +14% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Duathelwish' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +4 Cun Changes resistances: +9% darkness / +9% all Changes resistances penetration: +20% lightning / +20% darkness Changes damage: +6% darkness Mental save: +3 (+1 eff.) Mana each turn: +0.12 Psi each turn: +0.13 Mindpower: +10 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Foghunger' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 darkness Changes stats: +3 Con Changes resistances: +6% darkness / +9% all Changes resistances penetration: +10% darkness / +15% lightning Changes damage: +8% nature Poison immunity: +28% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Sparkcutter' (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+9 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +15% lightning / +5% physical Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather gloves (0 def, 3 armour) 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Ragoregogrim' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes resistances: +15% lightning / +3% temporal Changes damage: +5% lightning Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Life regen: +4.00 Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Damage (Melee): 10 lightning Changes stats: +3 Str Changes resistances: +7% lightning Changes damage: +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 99.80 to 299.41 lightning damage (199.61 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Shadebreaker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 darkness Changes resistances: +21% cold Changes damage: +3% darkness / +10% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Aircast (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +6 Str / +5 Con Changes resistances: +9% lightning / +9% physical / +9% acid / +9% fire Changes resistances penetration: +20% fire Changes damage: +9% acid Physical save: +25 (+13 eff.) Life regen: +9.00 Maximum life: +155.00 Healing mod.: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +13 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +30% blight / +22% darkness Life regen: +6.00 Maximum life: +62.00 Light radius: +1 Healing mod.: +16% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.arcing quiver of elven-wood arrows of crippling (22/22, 41-58 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 136 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
259 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Faladig the Flashspitter (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +3 Mag Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +9% arcane Spellpower: +10 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+9 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blackwell the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +3% all Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Light radius: +3 Infravision radius: +1 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(141 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
38 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eremyrak the Shockserpent [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +3% light Changes resistances penetration: +5% lightning It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By blalo manson: blalomancer the Yeek Archmage level 31
3rd Regrowth 123rd year of Ascendancy at 19:54 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By blalo manson: blalomancer the Yeek Archmage level 42
3rd Dusk 123rd year of Ascendancy at 07:26 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By blalo manson: blalomancer the Yeek Archmage level 34
25th Regrowth 123rd year of Ascendancy at 08:36 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By blalo manson: blalomancer the Yeek Archmage level 13
25th Dusk 122nd year of Ascendancy at 03:08 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By blalo manson: blalomancer the Yeek Archmage level 33
11st Regrowth 123rd year of Ascendancy at 23:51 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By blalo manson: blalomancer the Yeek Archmage level 18
51st Dusk 122nd year of Ascendancy at 13:57 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By blalo manson: blalomancer the Yeek Archmage level 22
75th Dusk 122nd year of Ascendancy at 05:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By blalo manson: blalomancer the Yeek Archmage level 36
60th Regrowth 123rd year of Ascendancy at 10:36 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By blalo manson: blalomancer the Yeek Archmage level 19
53rd Dusk 122nd year of Ascendancy at 10:28 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By blalo manson: blalomancer the Yeek Archmage level 24
5th Decay 122nd year of Ascendancy at 09:45 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By blalo manson: blalomancer the Yeek Archmage level 37
14th Pyre 123rd year of Ascendancy at 22:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By blalo manson: blalomancer the Yeek Archmage level 10
8th Dusk 122nd year of Ascendancy at 22:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By blalo manson: blalomancer the Yeek Archmage level 20
53rd Dusk 122nd year of Ascendancy at 14:23 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By blalo manson: blalomancer the Yeek Archmage level 30
3rd Allure 123rd year of Ascendancy at 04:58 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By blalo manson: blalomancer the Yeek Archmage level 40
2nd Mirth 123rd year of Ascendancy at 18:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By blalo manson: blalomancer the Yeek Archmage level 23
14th Haze 122nd year of Ascendancy at 08:40 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By blalo manson: blalomancer the Yeek Archmage level 31
9th Allure 123rd year of Ascendancy at 11:11 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By blalo manson: blalomancer the Yeek Archmage level 36
58th Regrowth 123rd year of Ascendancy at 22:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By blalo manson: blalomancer the Yeek Archmage level 18
50th Dusk 122nd year of Ascendancy at 02:29 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By blalo manson: blalomancer the Yeek Archmage level 33
12nd Regrowth 123rd year of Ascendancy at 02:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By blalo manson: blalomancer the Yeek Archmage level 7
5th Dusk 122nd year of Ascendancy at 14:30 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By blalo manson: blalomancer the Yeek Archmage level 13
15th Dusk 122nd year of Ascendancy at 06:34 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By blalo manson: blalomancer the Yeek Archmage level 35
48th Regrowth 123rd year of Ascendancy at 20:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By blalo manson: blalomancer the Yeek Archmage level 25
7th Decay 122nd year of Ascendancy at 00:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By blalo manson: blalomancer the Yeek Archmage level 18
50th Dusk 122nd year of Ascendancy at 01:45 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By blalo manson: blalomancer the Yeek Archmage level 46
61st Dusk 123rd year of Ascendancy at 08:05 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By blalo manson: blalomancer the Yeek Archmage level 29
3rd Allure 123rd year of Ascendancy at 04:58 see stats
Log
The shield around blalo manson: blalomancer crumbles.
Talent Spacetime Tuning is ready to use.
Talent Congeal Time is ready to use.
Talent Arcane Vortex is ready to use.
blalo manson: blalomancer receives 118 healing from Temporal Restoration Field.
Blalo manson: blalomancer casts Teleport.
Blalo manson: blalomancer is out of phase.
Blalo manson: blalomancer's spell attains critical power!
Grushnak, Battlemaster of the Pride uses Infusion: Wild.
Grushnak, Battlemaster of the Pride is cured!
Grushnak, Battlemaster of the Pride lessens the pain.
Orc elite fighter uses Infusion: Movement.
Orc elite fighter activates his voratun shield!
The very fabric of time alters around orc elite fighter.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at blalo manson: blalomancer!
Snow giant boulder thrower is knocked back!
Combat Trainer Goyakira resists the knockback!
Blalo manson: blalomancer is knocked back!
Snow giant boulder thrower hits blalo manson: blalomancer for 184 physical damage.
Snow giant boulder thrower hits Combat Trainer Goyakira for 233 physical damage.
Snow giant boulder thrower hits Snow giant boulder thrower for 219 physical damage.
Orc elite fighter is moving at extreme speed!
Orc elite fighter slows down.
Orc elite fighter loses sight!
Orc elite fighter roars triumphantly.
Orc elite fighter hits blalo manson: blalomancer for 100 physical damage.
Orc elite fighter hits blalo manson: blalomancer for 97 physical damage.
blalo manson: blalomancer the level 46 yeek archmage was smashed to death by an orc elite fighter on level 3 of Grushnak Pride.















































































































































