










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Auto Loot Transmo 1.7.4Allows the game to auto transmo loots based on item types and some more advanced options. Press Ctrl + Alt + T to config. Schematics will never be picked up. It'll either be used immediately to unlock the tinker, or be destroyed if the player has already learned it. 0.0.0 - All functions have been tested separately. However considering the complexity of this addon, real-play tests are necessary. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 29 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Hukus the dwarf at level 21 on the 58th Dusk 122nd year of Ascendancy at 14:14 1 / 6Killed by Xerevena the elven cultist at level 25 on the 14th Haze 122nd year of Ascendancy at 18:19 Killed by Anbacak the Bringer of Doom at level 26 on the 22nd Haze 122nd year of Ascendancy at 20:43 Killed by dreaming horror at level 28 on the 63rd Haze 122nd year of Ascendancy at 21:22 Killed by Dozing Ivemina at level 29 on the 66th Haze 122nd year of Ascendancy at 02:13 Killed by Rantare at level 29 on the 66th Haze 122nd year of Ascendancy at 02:19 |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 20 (base 16) |
| Constitution | 25 (base 10) |
| Magic | 79 (base 56) |
| Willpower | 65 (base 50) |
| Cunning | 23 (base 11) |
Resources
| Life | 518/518 |
| Mana | 631/631 |
| Healing Factor | 1.2445178243369 |
| Regeneration | 4.2935864939624 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 39 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Lightning | +39% |
| Nature | +7% |
| Fire | +8% |
| Cold | +15% |
| Arcane | +9% |
| Mind | +17% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
| Mind | +15% |
| Temporal | +15% |
| Blight | +20% |
| Arcane | +15% |
| Fire | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 4 (35.65183292883%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 49 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 44%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 12%( 70%) |
| Lightning | + 52%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 28% |
| Silence Resistance | 20% |
| Confusion Resistance | 20% |
| Knockback Resistance | 30% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| 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 495 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 760% for 10 turns (58 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 99 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. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution 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 Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. 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 vial of squid ink. * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Voreriakira the Bileborn, traveler (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Fatigue -3% Resists +6% acid +5% arcane +9% darkness Phys.save +6 (+3 eff.) Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 53.00 to 158.99 lightning damage (106.00 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Kindlewing the dwarven-steel pickaxe, woodsman, deeplife, smiths (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Nature/Psionic While equipped: Stats +2 Str dps ---------- S.pwr/crit +4 Dmg.mod +8% fire +7% nature +8% mind Melee Ret 6 light ----- def ----- Resists +12% nature +7% darkness Affinity +15% darkness Mind.save +9 (+5 eff.) ---------- misc Mana/turn +0.04 Max.mana +40.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Raindream the steel ring, tenacity0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +15% mind Acc +15 (+5 eff.) ----- def ----- Resists +9% cold Die.at -60.00 life Max.HP +31.00 Disarm- +28% Pinning- +28% Knockbk- +30% Rings make your fingers look great! |
| On fingers | voratun ring 'Zubibeth', warding, solipsist, gladiator0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +7 Wil +7 Cun +10 Con dps ---------- Phys.pwr +44 (+11 eff.) Mind.pwr +11 (+3 eff.) Res.pen +15% temporal Acc +15 (+5 eff.) ----- def ----- Resists +30% acid +26% fire +27% lightning +13% cold Rings make your fingers look great! |
| Around waist | Kindlekiss, reckless1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) Res.pen +20% lightning +20% fire Acc +15 (+5 eff.) ----- def ----- Resists +6% fire +1% physical A belt that goes around your waist. |
| In main hand | Xothra, cruel (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Resists +9% temporal +3% light +12% nature Spell.save +3 (+1 eff.) Die.at -80.00 life Confus- +20% Teleport- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.12 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 | stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Str +6 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +8% physical +5% cold ----- def ----- Resists +9% lightning +5% cold +10% blight +11% all Max.HP +45.00 HP.reg +3.20 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dourbone, enveloping (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +20% blight +10% darkness +15% arcane Melee Ret 6 blight 6 arcane ----- def ----- Defense +12 (+6 eff.) Resists +5% arcane +9% darkness Phys.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Inventory
Rune of the Rift (410.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 410.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 215; dur 5; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +13% mind Confus- +23% Amulets make your neck look great! |
savior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +7 (+4 eff.) Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +29% Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
caustic dwarven-steel dagger of persecution (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Disrupt Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +5% Unnatural On Crit.r2 +19 acid +25 nature While equipped: Stats +3 Wil dps ---------- Res.pen +8% acid +7% nature Apr +9 Sharp, short and deadly. |
flaming stralite dagger of projection (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Psionic Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +9 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
dwarven-steel greatmaul (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
quick dwarven-steel greatmaul of amnesia (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master/Psionic Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +19 (+6 eff.) Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
mage-hunter's elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +9 (+3 eff.) On Hit (Ranged): * 18 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
slime-covered steel longsword of massacre (22-30 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 55% Sharp, long, and deadly. |
truestriking stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +5 (+1 eff.) Apr +9 Sharp, long, and deadly. |
warbringer's dwarven-steel longsword of the mystic (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Mag +4 Wil +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Sharp, long, and deadly. |
chilling dwarven-steel mace of daylight (28-40 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 light +5 cold Against +16% Undead Blunt and deadly. |
flaming dwarven-steel mace of corruption (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +14 fire On Hit: 20% Curse of Death 3 Blunt and deadly. |
thorny mindstar of life (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +18.00 HP.reg +1.10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of life (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 4 lightning 6 physical 6 fire 2 acid 2 cold ----- def ----- Resists +9% lightning +2% physical +5% cold +6% fire +5% acid Max.HP +16.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady cured leather sling of cold4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +9% cold Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Cystobsidian, illumination (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning Res.pen +20% nature ----- def ----- Defense +8 (+4 eff.) Resists +12% lightning +12% cold +5% arcane +3% nature ---------- 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 119.67 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. |
Penitence (15-18 power, 4 apr, lightning element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Velenor, potent (13-16 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) Dmg.mod +3% arcane +13% lightning Res.pen +5% arcane ----- def ----- Resists +12% acid Crit.chn- 10.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning Phasing +12% ----- def ----- Defense +11 (+5 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of warding (24-29 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+4 eff.) Dmg.mod +24% lightning ----- def ----- Armour +5 Defense +6 (+3 eff.) ---------- misc Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Anethel', cruel (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag dps ---------- Phys.crit +3.0% Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc Max.stam +30.00 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe of torment (29-41 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Psionic Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Ulfugorn the rough leather belt, grounding1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +20 (+7 eff.) ----- def ----- Resists +5% lightning +7% temporal +3% mind Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.psi +10.00 A belt that goes around your waist. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Stealth +6 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Carrionpain, iron.throne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning +3% light Melee Ret 4 nature ----- def ----- Defense +1 (+0 eff.) Resists +3% nature ---------- misc Light +3 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)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of frost (+7%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Dmg.mod +20% lightning +25% cold +13% physical ----- def ----- Resists +7% lightning +30% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +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. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
prismatic hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +11% light +10% darkness ---------- misc Breathe water A cap made of leather. |
cleansing stralite mail armour of lightning resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +13% blight +13% nature +19% lightning A suit of armour made of mail. |
cleansing hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego+] Disrupt/Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% blight +7% physical +14% nature +13% darkness ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% HP.reg +3.70 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of spell shielding (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +6% arcane Spell.save +14 (+5 eff.) A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% fire +10% light +12% darkness A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning +13% light +11% darkness A suit of armour made of metal plates. |
dwarven-steel shield (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
75 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. |
3 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
6 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 121.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 121.30 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 45.06 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
chilling pouch of dwarven-steel shots of crippling (15/15, 36-44 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 15 Ranged+ +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
extending yew totem of summon tentacle [power 210] (25 cooldown)2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 537 Base Damage: 235 Armor: 19 All Resist: 14 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 36] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
warded elven-wood wand of shielding [power 290] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +3 fire +3 nature +3 darkness Talents +1 Ward Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Rantare the Higher Archmage level 26
22nd Haze 122nd year of Ascendancy at 20:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rantare the Higher Archmage level 20
51st Dusk 122nd year of Ascendancy at 00:08 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rantare the Higher Archmage level 26
23rd Haze 122nd year of Ascendancy at 04:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rantare the Higher Archmage level 10
8th Mirth 122nd year of Ascendancy at 16:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rantare the Higher Archmage level 20
50th Dusk 122nd year of Ascendancy at 02:22 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Rantare the Higher Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:37 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rantare the Higher Archmage level 21
3rd Haze 122nd year of Ascendancy at 15:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rantare the Higher Archmage level 12
3rd Flare 122nd year of Ascendancy at 02:23 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rantare the Higher Archmage level 27
30th Haze 122nd year of Ascendancy at 05:40 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Rantare the Higher Archmage level 27
29th Haze 122nd year of Ascendancy at 20:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rantare the Higher Archmage level 19
42nd Dusk 122nd year of Ascendancy at 03:10 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Rantare the Higher Archmage level 29
66th Haze 122nd year of Ascendancy at 02:19 see stats
Log
Dozing Ivemina hits Rantare for (33 to ice), 50 physical, (4 to ice), 6 acid, (3 to ice), 5 nature, (7 to ice), 10 physical, (38 to ice), 57 physical, (4 to ice), 6 acid, (3 to ice), 5 nature, (7 to ice), 10 physical (149 total damage).
Rantare is free from the ice.
Rantare is confused and fails to use Attack.
Rantare's aura of power vanishes.
Rantare receives 74 healing from Temporal Restoration Field.
Sleeping Ematha shoots!
Rantare hits Dozing Ivemina for 26 lightning damage.
Dozing Emessra roars!
Dozing Ivemina's Beyond the Flesh performs a melee critical strike against Rantare!
Rantare is covered in acid!
Dozing Ivemina's Beyond the Flesh hits Rantare for 180 physical, 22 physical (202 total damage).
Melee retaliation hits Dozing Ivemina for 6 light, 6 blight, 7 arcane (18 total damage).
Dozing Emessra hits Rantare for 173 physical damage.
Rantare is poisoned!
Dozing Ivemina uses Telekinetic Smash.
Rantare shrugs off the effect 'Stunned'!
Dozing Ivemina hits Rantare for 207 physical damage.
Melee retaliation hits Dozing Ivemina for 6 light, 6 blight, 7 arcane, 6 light, 6 blight, 7 arcane (36 total damage).
Sleeping Ematha's Shoot hits Rantare for 170 physical, 7 arcane (177 total damage).
Rantare the level 29 higher archmage was battered to death by Dozing Ivemina on level 2 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Sleeping Ematha's Shoot killed Rantare!
Saving game...
Talent Command Staff is ready to use.
Talent Born into Magic is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!






























































































































