












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto Talent Assistant 1.7.2Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 38 / 95% |
Size | medium |
Lifes / Deaths | Killed by NekroNeko at level 26 on the 35th Pyre 123rd year of Ascendancy at 06:52 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 57 (base 30) |
Magic | 94 (base 60) |
Willpower | 83 (base 40) |
Cunning | 41 (base 11) |
Resources
Life | 675/675 |
Mana | 689/689 |
Soul | 13/13 |
Healing Factor | 1.465111817684 |
Regeneration | 0.366277954421 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 10 |
See Stealth | 57.709119195249 |
See Invisible | 63.709119195249 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 66 |
Accuracy | 17 |
Crit Chance | 10% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +22% |
Arcane | +24% |
Mind | +32% |
All | +2% |
Darkness | +22% |
Cold | +37% |
Fire | +12% |
Nature | +22% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 3 |
Physical Save | 44 |
Spell Save | 64 |
Mental Save | 71 |
Defense: Resistances
Darkness | + 57%( 70%) |
Nature | + 59%( 70%) |
Blight | + 51%( 70%) |
Fire | + 44%( 70%) |
Cold | + 70%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 114 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: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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 570 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.40 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Master necromancer | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Undead / Lich | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Doomed For Eternity |
talent | Reaping |
talent | Aura of Undeath |
talent | Chant of Fortitude |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 33. Commander of the Dead |
beneficial effect | You have an arcane eye observing for you in a radius of 7. Arcane Eye |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
Escort the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell) | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 612. | 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed xorn fragment. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. * You've found the needed orc heart. | 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 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
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 | ![]() Zubanne (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+10 eff.) (-) Armour penetration: +3 (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +4(-) Str / +3(-) Cun / +8(-) Con Physical save: +15 (+5 eff.) (-) Mental save: +15 (+4 eff.) (-) Only die when reaching: -80.00 life (-) 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 alchemist's lamp of corpselight Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5(-) Mag Changes resistances: +8%(-) blight / +8%(-) darkness Spellpower: +16 (+3 eff.) (-) Spell crit. chance: +4% (-) Light radius: +6 (-) Infravision radius: +4 (-) See invisible: +8 (-) The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 42 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+8 eff.) (-) Changes stats: +6(-) Cun / +8(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +20%(-) nature Talent masteries: +0.10(-) Wild-gift / Moss Mental save: +12 (+3 eff.) (-) Blindness immunity: +100% (-) Infravision radius: +2 (-) See stealth: +15 (-) See invisible: +15 (-) It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | ![]() voratun torque of gale force 'Gloreriavena' [power 405] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +25 (+10 eff.) (-) Armour: +6 (-) Changes stats: +3(-) Dex Changes damage: +30%(-) mind Spell save: +9 (+2 eff.) (-) It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 413 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 75. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() conjurer's stralite ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5(-) Mag / +6(-) Wil Blindness immunity: +20% (-) Spellpower: +7 (+1 eff.) (-) Infravision radius: +4 (-) See stealth: +12 (-) See invisible: +10 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-5) Mag / +4(-2) Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Blindness immunity: +0% (-20%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 25.17 cold and 18.74 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Staff of Bones (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +20%(-) acid / +20%(-) cold / +20%(-) darkness / +20%(-) blight Talent masteries: +0.10(-) Corruption / Bone +0.10(-) Spell / Nightfall +0.10(-) Spell / Master of flesh +0.10(-) Spell / Necrosis +0.10(-) Spell / Master necromancer +0.10(-) Spell / Master of bones Talents granted: +1.00(-) Command Staff Spellpower: +5 (+1 eff.) (-) Spell crit. chance: +20% (-) It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
On hands | ![]() Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +5(-) Wil Changes resistances: +18%(-) fire / +10%(-) darkness / +10%(-) nature Changes damage: +10%(-) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 113.32 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 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: +9(-) Cun / +9(-) Mag Changes resistances: +9%(-) all Changes damage: +22%(-) arcane Spellpower: +15 (+3 eff.) (-) Spell crit. chance: +20% (-) 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. |
Cloak | ![]() cashmere cloak 'Issudig' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Damage (Melee): 0(-20) item blight disease Changes stats: +3(-) Str / +3(-) Mag / +5(-) Wil / +3(-) Con Spellpower: +10 (+2 eff.) (-) Spell crit. chance: +2% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10(-) Con Teleport immunity: +100% (-) It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 491.64 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 fire, 5 light, 4 darkness 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 409.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 30% faster, and you are invisible (power 12). 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. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 47% faster, and you are invisible (power 14). 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. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 54% faster, and you are invisible (power 35). 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. |
![]() 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 931% for 10 turns (921 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() shatter afflictions rune of the warrior (absorb 77; cd 12) 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: 12(-3) 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 77(-37) 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, +Strength 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. |
![]() shatter afflictions rune of the wizard (absorb 124; 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: 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 124(+10) 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. 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 571 damage for 5 turns. Its effects scale with your Constitution 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. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 447 damage for 5 turns. 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. |
![]() stormshield rune (threshold 80; blocks 3; dur 4; cd 12) 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: 12(-1) 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 80(+80) up to 3(+0) times. 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. |
![]() stormshield rune (threshold 8; blocks 3; dur 4; 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(+2) 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 8(+8) up to 3(+0) times. 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. |
![]() stormshield rune (threshold 57; blocks 3; dur 4; cd 13) 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: 13(-) 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 57(+57) up to 3(+0) times. 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. |
![]() stormshield rune of the sneak (threshold 27; blocks 3; dur 4; cd 16) 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: 16(+3) 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 27(+27) up to 3(+0) times. Its effects scale with your -Magic, +Cunning 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. |
![]() stormshield rune of the warrior (threshold 15; blocks 3; dur 4; 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(+2) 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 15(+15) up to 3(+0) times. Its effects scale with your -Magic, +Strength 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. |
![]() Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: -5 Wil / +10 Cun / +0(-10) Con Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Teleport immunity: +0% (-100%) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() insulating steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +0(-10) Con Changes resistances: +13% fire / +13% cold Teleport immunity: +0% (-100%) Amulets make your neck look great! |
![]() Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes stats: +0(-10) Con Changes resistances: +25% light Changes damage: +12% light Teleport immunity: +0% (-100%) Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 338 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() clarifying gold amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +0(-10) Con Changes resistances: +14% mind Confusion immunity: +20% Teleport immunity: +0% (-100%) Amulets make your neck look great! |
![]() Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +0(-10) Con Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Teleport immunity: +0% (-100%) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Blizzardgasher Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+16 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Physical power: +25 (+8 eff.) Armour: +2 Changes stats: +7 Dex / +3(-7) Con Changes damage: +6% cold Teleport immunity: +0% (-100%) Maximum stamina: +20.00 Amulets make your neck look great! |
![]() voratun amulet 'Vorimira' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +4(-6) Con Changes resistances penetration: +25% mind Changes damage: +6% mind / +12% physical Talent mastery: +0.40 Spell / Eradication Teleport immunity: +0% (-100%) Stamina each turn: +2.00 Amulets make your neck look great! |
![]() sneakthief's steel ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 33 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 33 Damage (Ranged): 5 physical Changes stats: +6 Dex / +0(-5) Mag / +0(-6) Wil / +7 Cun Blindness immunity: +0% (-20%) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6(+1) Mag / +0(-6) Wil / +6 Cun Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Blindness immunity: +0% (-20%) Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
![]() Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +0(-5) Mag / +8(+2) Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Blindness immunity: +0% (-20%) Knockback immunity: +100% Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
![]() The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-5) Mag / +0(-6) Wil Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Blindness immunity: +0% (-20%) Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Spell crit. chance: +3% Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
![]() pixie's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4(-1) Mag / +0(-6) Wil / +3 Cun Blindness immunity: +0% (-20%) Spellpower: +8 (+1 eff.) (+1 (+0 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Starspiker the stralite ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +0(-5) Mag / +0(-6) Wil Changes resistances: +5% arcane / +12% light Reduces incoming crit damage: 15.00% Spell save: +18 (+5 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +0% (-20%) Confusion immunity: +44% Life regen: +4.00 Maximum life: +100.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str / +0(-5) Mag / +0(-6) Wil Blindness immunity: +0% (-20%) Life regen: +9.00 Maximum life: +47.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) Healing mod.: +14% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() warrior's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str / +0(-5) Mag / +0(-6) Wil Blindness immunity: +0% (-20%) Life regen: +10.00 Maximum life: +82.00 Spellpower: +0 (+0 eff.) (-7 (-1 eff.)) Infravision radius: +0 (-4) See stealth: +0 (-12) See invisible: +0 (-10) Healing mod.: +14% Rings make your fingers look great! Tap to cycle through comparison choices |
![]() Morrigor (161% power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% (+41%) Range: 1.4x (+0.2x) Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+8) Crit. chance: +7.0% Attack speed: 100% (-) On weapon hit: + deal 58.28 arcane and 57.34 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: + swallows the victim's soul, gaining a new power When wielded/worn: Changes damage: +0%(-20%) acid / +0%(-20%) cold / +0%(-20%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Master of flesh +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Master necromancer +0.00(-0.10) Spell / Master of bones Talents granted: +1 Soul Purge +0(+-1) Command Staff Spellpower: +24 (+5 eff.) (+19 (+4 eff.)) Spell crit. chance: +12% (-8%) This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 120% (+0%) Range: 1.3x (+0.1x) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+6) Crit. chance: +12.0% Attack speed: 100% (-) Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Changes damage: +0%(-20%) acid / +0%(-20%) cold / +0%(-20%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Master of flesh +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Master necromancer +0.00(-0.10) Spell / Master of bones Talents granted: +1 Virulent Disease +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-20%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (+8%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+6) Crit. chance: +9.0% Attack speed: 100% (-) On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +0%(-20%) acid / +0%(-20%) cold / +5%(-15%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Master of flesh +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Master necromancer +0.00(-0.10) Spell / Master of bones Talent granted: +0(+-1) Command Staff Stealth bonus: +10 Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-20%) It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.2 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 234.84 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (+8%) Range: 1.3x (+0.1x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +15.0% Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+11 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +0%(-20%) acid / +0%(-20%) cold / +0%(-20%) darkness / +0%(-20%) blight Talent masteries: +0.00(-0.10) Corruption / Bone +0.00(-0.10) Spell / Nightfall +0.00(-0.10) Spell / Master of flesh +0.00(-0.10) Spell / Necrosis +0.00(-0.10) Spell / Master necromancer +0.00(-0.10) Spell / Master of bones Talents granted: +1 Dagger Block +0(+-1) Command Staff Physical save: +15 (+5 eff.) Disarm immunity: +50% Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-20%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +8 Str / +9 Mag / +15 Cun / +12 Con Changes resistances: +15% light / +18% darkness Changes damage: +18% light / +18% darkness / +15% mind Talent granted: +1 Block Handheld deflection devices. |
![]() Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+11 eff.) Damage when hit (Melee): 18 fire Changes stats: +6(-3) Cun / +10(+1) Mag Changes resistances: +50% fire / -10% cold / +11%(+2%) all Changes resistances penetration: +20% fire Changes damage: +0%(-22%) arcane / +20% fire Spellpower: +12 (+3 eff.) (-3 (+0 eff.)) Spell crit. chance: +0% (-20%) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+9 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6(-3) Mag / +6 Wil / +6(-3) Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13%(+4%) all Changes damage: +0%(-22%) arcane / +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) (-) Spell crit. chance: +0% (-20%) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() timebroken elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7(-2) Mag / +7 Wil / +0(-9) Cun Changes resistances: +15%(+6%) all Changes damage: +17%(-5%) arcane / +21% temporal Silence immunity: +34% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +15 (+3 eff.) (-) Spell crit. chance: +6% (-14%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() monstrous hardened leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +3(-) Wil / +4 Con Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Physical save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +48.00 Healing mod.: +0% (-15%) Size category: +1 A belt that goes around your waist. |
![]() noble's hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +10(+7) Wil / +4 Cun Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Damage against: +20% Summoned Reduced damage from: +15% Summoned Spell crit. chance: +4% Healing mod.: +0% (-15%) A belt that goes around your waist. |
![]() Blazesweep (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 8 light Changes stats: +3(-) Str / +7 Dex / +4(+1) Mag / +0(-5) Wil / +3 Cun / +3(-) Con Changes resistances: +15% fire Changes resistances penetration: +25% light Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak 'Arckiller' (2 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Defense: +2 (+2 eff.) (-) Damage (Melee): 0(-20) item blight disease Changes stats: +6(+3) Str / +0(-3) Mag / +0(-5) Wil / +3(-) Con Changes resistances: +6% mind Changes resistances penetration: +25% physical Changes damage: +12% lightning Physical save: +9 (+3 eff.) Maximum life: +66.00 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+10 eff.) (+8 (+8 eff.)) Damage (Melee): 0(-20) item blight disease Changes stats: +0(-3) Str / +0(-3) Mag / +5(-) Wil / +6 Cun / +0(-3) Con Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-2%) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Tulehor (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-10 eff.)) Armour penetration: +0 (-3) Armour: +7 (+3) Fatigue: +2% (-1%) Changes stats: +2(-2) Str / +10 Mag / +3 Wil / +0(-3) Cun / +2(-6) Con Changes resistances: +6% temporal Changes resistances penetration: +10% arcane Changes damage: +9% arcane Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +0 (+0 eff.) (-15 (-4 eff.)) Only die when reaching: +0.00 life (+80.00 life) Spellpower: +25 (+5 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() temporal hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-2) Damage (Melee): 7 arcane / 6 temporal Damage (Ranged): 8 temporal Changes stats: +6 Mag / +5(-) Wil Changes resistances: +7% temporal / +0%(-10%) darkness / +0%(-18%) fire / +5% arcane / +0%(-10%) nature Changes damage: +5% temporal / +5% arcane / +0%(-10%) fire Spellpower: +4 (+1 eff.) 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. |
![]() spellwoven cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-6 (-6 eff.)) Changes stats: +5 Mag / +5(-3) Wil / +0(-6) Cun Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +0% (-100%) Mana each turn: +0.19 Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A pointy cloth hat, very wizardly... |
![]() Blazespike the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +3% Changes stats: +5 Str / +6 Dex / +2 Mag / +0(-8) Wil / +0(-6) Cun / +4 Con Changes resistances penetration: +20% lightning / +15% fire / +0%(-15%) nature Changes damage: +9% lightning / +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A cap made of leather. |
![]() Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +4% Changes stats: +4 Mag / +3(-5) Wil / +0(-6) Cun Changes resistances: +10% darkness Changes resistances penetration: +0%(-15%) nature Changes damage: +10% light / +0%(-20%) nature Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +30% (-70%) Confusion immunity: +30% Light radius: +6 Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Crown of Burning Pain (9 def, 0 armour) Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +9 (+9 eff.) (+1 (+1 eff.)) Fatigue: +4% Changes stats: +4(-2) Cun / +4(-4) Wil Changes resistances: +25% fire Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-20%) nature / +25% fire Talent mastery: +0.00(-0.10) Wild-gift / Moss Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +0% (-100%) Infravision radius: +0 (-2) See stealth: +0 (-15) See invisible: +0 (-15) It can be used to activate talent Meteor Rain (costing 34 power out of 50/50) : Effective talent level: 2.0 Power cost: 34 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 96.36 fire and 87.75 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 85 power out of 85/85. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-10 eff.)) Armour: +0 (-6) Changes stats: +8 Cun / +0(-3) Dex Changes resistances: +15% lightning Changes damage: +15% lightning / +0%(-30%) mind Physical save: +18 (+6 eff.) Spell save: +0 (+0 eff.) (-9 (-2 eff.)) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() dwarven-steel pickaxe 'Rootwarden' (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +8 Physical power: +0 (+0 eff.) (-25 (-10 eff.)) Armour: +0 (-6) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +6 Str / +0(-3) Dex / +3 Wil / +2 Cun Changes damage: +0%(-30%) mind Spell save: +0 (+0 eff.) (-9 (-2 eff.)) Vim when firing critical spell: +1.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 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. |
![]() Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-10 eff.)) Armour: +0 (-6) Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes stats: +0(-3) Dex Changes resistances: +15% temporal Changes damage: +10% temporal / +0%(-30%) mind / +5% physical Spell save: +0 (+0 eff.) (-9 (-2 eff.)) Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 144% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 546.56 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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. |
![]() quick voratun torque of psionic shield [power 89] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-10 eff.)) Armour: +0 (-6) Changes stats: +0(-3) Dex Changes damage: +0%(-30%) mind Spell save: +0 (+0 eff.) (-9 (-2 eff.)) It can be used to setup a psionic shield, reducing all damage taken by 89 for 5 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Voidnigh [power 320] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-10 eff.)) Armour: +0 (-6) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +0(-3) Dex Changes resistances: +15% lightning / +9% darkness Changes damage: +0%(-30%) mind Reduces incoming crit damage: 10.00% Spell save: +0 (+0 eff.) (-9 (-2 eff.)) Cut immunity: +20% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By NekroNeko the Lich Necromancer level 34
33rd Dusk 123rd year of Ascendancy at 14:37 see stats
By NekroNeko the Cornac Necromancer level 25
23rd Pyre 123rd year of Ascendancy at 00:07 see stats
By NekroNeko the Lich Necromancer level 31
6th Mirth 123rd year of Ascendancy at 09:06 see stats
By NekroNeko the Cornac Necromancer level 10
56th Haze 122nd year of Ascendancy at 00:19 see stats
By NekroNeko the Lich Necromancer level 30
72nd Pyre 123rd year of Ascendancy at 14:32 see stats
By NekroNeko the Lich Necromancer level 36
61st Dusk 123rd year of Ascendancy at 22:42 see stats
By NekroNeko the Cornac Necromancer level 22
63rd Regrowth 123rd year of Ascendancy at 12:24 see stats
By NekroNeko the Cornac Necromancer level 20
60th Regrowth 123rd year of Ascendancy at 20:44 see stats
By NekroNeko the Lich Necromancer level 30
66th Pyre 123rd year of Ascendancy at 05:40 see stats
By NekroNeko the Cornac Necromancer level 25
15th Pyre 123rd year of Ascendancy at 18:30 see stats
By NekroNeko the Cornac Necromancer level 10
56th Haze 122nd year of Ascendancy at 00:18 see stats
By NekroNeko the Cornac Necromancer level 20
59th Regrowth 123rd year of Ascendancy at 03:08 see stats
By NekroNeko the Lich Necromancer level 30
64th Pyre 123rd year of Ascendancy at 01:22 see stats
By NekroNeko the Lich Necromancer level 26
35th Pyre 123rd year of Ascendancy at 06:52 see stats
By NekroNeko the Lich Necromancer level 36
1st Haze 123rd year of Ascendancy at 18:28 see stats
By NekroNeko the Lich Necromancer level 36
62nd Dusk 123rd year of Ascendancy at 04:07 see stats
By NekroNeko the Lich Necromancer level 29
51st Pyre 123rd year of Ascendancy at 23:54 see stats
By NekroNeko the Lich Necromancer level 28
48th Pyre 123rd year of Ascendancy at 04:09 see stats
By NekroNeko the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 09:15 see stats
By NekroNeko the Cornac Necromancer level 10
9th Allure 123rd year of Ascendancy at 20:27 see stats
By NekroNeko the Lich Necromancer level 27
44th Pyre 123rd year of Ascendancy at 00:00 see stats
By NekroNeko the Cornac Necromancer level 5
72nd Dusk 122nd year of Ascendancy at 00:27 see stats
By NekroNeko the Lich Necromancer level 27
42nd Pyre 123rd year of Ascendancy at 22:09 see stats
By NekroNeko the Cornac Necromancer level 19
49th Regrowth 123rd year of Ascendancy at 18:29 see stats
Log
Talent Arcane Eye is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Night Sphere is ready to use.
Talent Torture Souls is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Arcane Eye is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Resting starts...
Talent Arcane Eye is ready to use.
Talent Arcane Eye is ready to use.
Shadow casts Phase Door.
Talent Arcane Eye is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Arcane Eye is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).