
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Sight Overhaul 1.5.3 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.3.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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 1.5.5Quality 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. QuickTome: Creature Changes 1.3.1 QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Resource Tweaks 1.3.1 Convenient Digging 1.5.5 Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. QuickTome: Orb of Communication 1.3.1 Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Remove Traps 1.3.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 17 / 8% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 38 (base 34) |
| Magic | 70 (base 44) |
| Willpower | 33 (base 10) |
| Cunning | 53.6 (base 44) |
Resources
| Life | 383/395 |
| Positive | 68/68 |
| Stamina | 206/206 |
| Negative | 68/68 |
| Healing Factor | 1.6019230769231 |
| Regeneration | 1.04125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 10 |
| Crit Chance | 25% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +48% |
| Acid | +23% |
| Light | +26% |
| Temporal | +11% |
| Blight | +10% |
| Arcane | +11% |
| Fire | +11% |
| All | +5% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 51 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 4%( 70%) |
| Cold | + 38%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 46% |
| Confusion Resistance | 46% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 307 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hymn of Perseverance |
| talent | Corona |
| talent | Chant of Resistance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Tumble (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 12. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. | 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 |
Equipment
| On feet | [vs. Xanota the Lavaqueller (0 def, 3 armour) (On feet)]Xanota the Lavaqueller (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) acid Changes resistances: +9%(-) fire Changes resistances penetration: +15%(-) acid Changes damage: +18%(-) acid / +6%(-) fire Spellpower: +4 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Healing mod.: +10% (-) A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. stabilizing iron helm of blood magic (0 def, 3 armour) (On head)]stabilizing iron helm of blood magic (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +4(-) Mag / +4(-) Wil Changes damage: +5%(-) blight / +6%(-) arcane Physical save: +12 (+6 eff.) (-) Spell crit. chance: +2% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Bethylratha [power 38] (20 cooldown) (Tool)]Bethylratha [power 38] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2(-) Wil / +3(-) Mag Changes resistances: +6%(-) temporal Changes resistances penetration: +15%(-) arcane Changes damage: +6%(-) temporal Spell crit. chance: +3% (-) It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's steel ring of light (+22%) (On fingers, 1 of 2)]mule's steel ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% (-) Changes resistances: +22%(-) light Changes damage: +11%(-) light Maximum encumbrance: +20 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring of light (+22%) (On fingers, 1 of 2)]pixie's steel ring of arcana(+0.13/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +3 Cun / +3 Mag Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Maximum encumbrance: +0 (-20) Silence immunity: +20% Mana each turn: +0.13 Spellpower: +7 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]yew starstaff of wizardry (20-24 power, 4 apr, darkness element) Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3(-) Mag / +3(-) Wil Changes damage: +20%(-) darkness Talents granted: +1.00(-) Command Staff Maximum mana: +11.00 (-) Spellpower: +11 (+4 eff.) (-) Spell crit. chance: +3% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. iron gauntlets of dispersion (0 def, 1 armour) (On hands)]iron gauntlets of dispersion (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 4(-) arcane Changes stats: +4(-) Mag / +4(-) Wil Changes resistances: +4%(-) arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]spellwoven cashmere robe of power (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Changes damage: +5%(-) all Spell save: +17 (+6 eff.) (-) Spellpower: +16 (+6 eff.) (-) Spell crit. chance: +3% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. spellcowled linen cloak of sorcery (1 def, 0 armour) (Cloak)]spellcowled linen cloak of sorcery (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +5(-) Mag / +4(-) Wil Spell save: +6 (+2 eff.) (-) Maximum mana: +40.00 (-) Spell crit. chance: +4% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. wanderer's steel amulet (Around neck)]wanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +5(-) Dex / +4(-) Cun / +4(-) Con Life regen: +0.40 (-) Stamina each turn: +0.40 (-) Movement speed: +10% (-) Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 15%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1138% regen over 10 turns; 57 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 283 for 4 turns)] (on body)]shielding rune of the duelist (absorb 136 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-4) 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 136(-171) damage for 4(-) turns. Its effects scale with your -Constitution, +Dexterity 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 ability. |
[vs. wanderer's steel amulet (Around neck)]starseer's steel amulet of dexterity (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2(-3) Dex / +2 Mag / +0(-4) Cun / +0(-4) Con Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Life regen: +0.00 (-0.40) Stamina each turn: +0.00 (-0.40) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. mule's steel ring of light (+22%) (On fingers, 1 of 2)]marksman's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Fatigue: +0% (+6%) Changes stats: +3 Dex Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Maximum encumbrance: +0 (-20) Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of light (+22%) (On fingers, 1 of 2)]mule's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% (+1%) Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Maximum encumbrance: +27 (+7) Mental save: +7 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's steel ring of light (+22%) (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Changes resistances: +0%(-22%) light Changes damage: +0%(-11%) light Maximum encumbrance: +0 (-20) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, cold element) 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness / +15% cold Talents granted: +1.00(-) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +6 (+2 eff.) (-5 (-2 eff.)) Spell crit. chance: +2% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. earthen ash starstaff of projection (15-18 power, 3 apr, light element) Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +15% light / +0%(-20%) darkness Talents granted: +1.00(-) Command Staff Physical save: +3 (+2 eff.) Maximum mana: +0.00 (-11.00) Spellpower: +8 (+3 eff.) (-3 (-1 eff.)) Spell crit. chance: +4% (+1%) It can be used to project a bolt elemental energy from the staff (to range 7) dealing 25.35 to 30.42 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of paradox (19.5-29.25 power, 2 apr) Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3(-0.5 - +5.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +9 temporal When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+7 eff.) Damage when hit (Melee): 7 temporal Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +10% temporal Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Disarm immunity: +29% Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. arcing dwarven-steel battleaxe (31.5-47.25 power, 2 apr) Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3(+11.5 - +23.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Crit. chance: +6.5% (+3.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. quick dwarven-steel battleaxe (31-46.5 power, 2 apr) Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5(+11.0 - +22.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Crit. chance: +6.5% (+3.0%) Attack speed: 111% (+11%) When wielded/worn: Accuracy: +10 (+9 eff.) Changes stats: +5 Dex / +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel greatmaul (26.5-39.75 power, 2 apr) Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8(+6.5 - +15.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +7 (+7 eff.) Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Disarm immunity: +35% Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. flaming steel greatsword of massacre (32.5-52 power, 2 apr) Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.5 - 52.0(+12.5 - +28.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel longsword (13.5-18.9 power, 3 apr) 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9(-6.5 - -5.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel longsword of persecution (14-19.6 power, 3 apr) Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6(-6.0 - -4.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage against: +8% Unnatural When wielded/worn: Changes stats: +0(-3) Mag / +2(-1) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Magmawolf the dwarven-steel longsword (22-30.8 power, 4 apr) Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8(+2.0 - +6.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +16 fire Burst (radius 2) on crit: +13 ice / +8 light When wielded/worn: Armour: +8 Damage when hit (Melee): 12 light / 20 fire Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances penetration: +10% fire / +7% cold Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel waraxe (14.5-20.3 power, 3 apr) 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3(-5.5 - -3.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-1) Crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) One-handed war axes. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel waraxe (13-18.2 power, 3 apr) 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(-7.0 - -5.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-1) Crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) One-handed war axes. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. acidic steel dagger (12.5-16.25 power, 6 apr) Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-7.5 - -7.8) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thunderous steel dagger of purging (12-15.6 power, 6 apr) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-8.0 - -8.4) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 4% chance to daze at end of turn (+4%) + 25% chance to remove a magical effect Damage (Melee): +4 nature When wielded/worn: Changes stats: +2 Str / +2 Dex / +2(-1) Mag / +2(-1) Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar (5.5-6.05 power, 18 apr, nature damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-14.5 - -17.9) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, mind damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-15.0 - -18.5) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar of life (4.5-4.95 power, 18 apr, nature damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-15.5 - -19.1) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Wil Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Life regen: +0.70 Maximum life: +14.00 Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Lustrewell the thorny mindstar (9-9.9 power, 24 apr, nature damage) Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(-11.0 - -14.1) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to blind (+20%) Damage (Melee): +4 light Burst (radius 1) on hit: +16 light When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +0(-3) Mag / +0(-3) Wil Changes resistances: +12% lightning Changes damage: +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +9 (+4 eff.) Mental crit. chance: +3% 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. Tap to cycle through comparison choices |
[vs. yew starstaff of wizardry (20-24 power, 4 apr, darkness element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Searblast the pulsing mindstar (12.5-13.75 power, 32 apr, nature damage) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 12.5 - 13.8(-7.5 - -10.2) Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+28) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +12 temporal Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 9 physical Changes stats: +0(-3) Mag / +5(+2) Wil Changes resistances: +6% blight / +4% physical / +6% fire Changes resistances penetration: +16% physical Changes damage: +10% physical / +3% nature / +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Physical save: +7 (+4 eff.) Disease immunity: +16% Maximum mana: +0.00 (-11.00) Spellpower: +0 (+0 eff.) (-11 (-4 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.iron shield of lightning resistance (+16%) (4 def, 2 armour, 19.5 block) Requires: - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour) 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) (-) Fatigue: +7% Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of leather. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing steel mail armour (2 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) (-) Fatigue: +14% Changes resistances: +11% nature / +10% blight Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of mail. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +17% fire Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of mail. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Xyrewyn the steel plate armour (4 def, 9 armour) Requires: - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +22% Damage when hit (Melee): 4 blight Changes resistances: +18% lightning / +17% temporal Changes damage: +0%(-5%) all Critical mult.: +5.00% Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Life regen: +2.00 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +42.00 Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) Healing mod.: +15% A suit of armour made of metal plates. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour of lightning resistance (4 def, 14 armour) Requires: - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +22% Changes resistances: +16% lightning Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour) Requires: - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +22% Changes damage: +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
[vs. spellwoven cashmere robe of power (2 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Morningravager the dwarven-steel plate armour (5 def, 11 armour) Requires: - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) (+3 (+3 eff.)) Fatigue: +24% Effects on melee hit: * 30% chance to blind Changes resistances: +19% lightning Changes resistances penetration: +20% light Changes damage: +24% darkness / +0%(-5%) all Spell save: +0 (+0 eff.) (-17 (-6 eff.)) Spellpower: +0 (+0 eff.) (-16 (-6 eff.)) Spell crit. chance: +0% (-3%) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)]noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6%(-14%) blight / +0%(-20%) cold / +0%(-20%) nature Reduced damage from: +15% Summoned Healing mod.: +0% (-30%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. spellcowled linen cloak of sorcery (1 def, 0 armour) (Cloak)]resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2 Dex / +0(-5) Mag / +0(-4) Wil / +2 Cun Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +33.00 Maximum mana: +0.00 (-40.00) Spell crit. chance: +0% (-4%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Xanota the Lavaqueller (0 def, 3 armour) (On feet)]scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-2%) Damage when hit (Melee): 0(-8) acid Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-15%) acid Changes damage: +0%(-18%) acid / +0%(-6%) fire Spellpower: +3 (+1 eff.) (-1 (-1 eff.)) A pair of boots made of leather. |
[vs. Xanota the Lavaqueller (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 0(-8) acid Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-15%) acid Changes damage: +0%(-18%) acid / +0%(-6%) fire Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) A pair of boots made of leather. |
[vs. iron gauntlets of dispersion (0 def, 1 armour) (On hands)]rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 0(-4) arcane Changes stats: +0(-4) Wil / +2(-2) Mag Changes resistances: +0%(-4%) arcane Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. stabilizing iron helm of blood magic (0 def, 3 armour) (On head)]shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-4) Wil / +2(-2) Mag Changes damage: +0%(-5%) blight / +0%(-6%) arcane Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +5 (+2 eff.) Spell crit. chance: +0% (-2%) A pointy cloth hat, very wizardly... |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Healing mod.: +10% When used to imbue an object: Healing mod.: +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
[vs. Bethylratha [power 38] (20 cooldown) (Tool)]Layidhenne (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-3) Mag / +0(-2) Wil Changes resistances: +6% lightning / +12% fire / +0%(-6%) temporal / +6% cold Changes resistances penetration: +0%(-15%) arcane Changes damage: +9% acid / +0%(-6%) temporal Spell save: +36 (+11 eff.) Maximum life: +21.00 Maximum stamina: +16.00 Spell crit. chance: +0% (-3%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
[vs. Bethylratha [power 38] (20 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. dwarven-steel torque of charged psionic shield [power 73] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +0(-2) Wil / +0(-3) Mag Changes resistances: +0%(-6%) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) temporal Spell crit. chance: +0% (-3%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 73 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Bethylratha [power 38] (20 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash wand of conjuration [power 157] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +0(-2) Wil / +0(-3) Mag Changes resistances: +0%(-6%) temporal Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-6%) temporal Spell crit. chance: +0% (-3%) It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By DeAryn the Shalore Anorithil level 15
31st Dusk 122nd year of Ascendancy at 02:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DeAryn the Shalore Anorithil level 16
36th Dusk 122nd year of Ascendancy at 07:07 see stats
Level 10
Got a character to level 10.By DeAryn the Shalore Anorithil level 10
3rd Flare 122nd year of Ascendancy at 19:14 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By DeAryn the Shalore Anorithil level 3
78th Pyre 122nd year of Ascendancy at 08:14 see stats
The Arena
Unlocked Arena mode.By DeAryn the Shalore Anorithil level 5
2nd Mirth 122nd year of Ascendancy at 18:22 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By DeAryn the Shalore Anorithil level 15
31st Dusk 122nd year of Ascendancy at 02:33 see stats
The secret city
Discovered the truth about mages.By DeAryn the Shalore Anorithil level 12
11st Dusk 122nd year of Ascendancy at 19:45 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Grace of the Eternals is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Rested for 49 turns (stop reason: all resources and life at maximum).
DeAryn deactivates Chant of Resistance.
DeAryn activates Chant of Resistance.
DeAryn deactivates Corona.
DeAryn activates Corona.
DeAryn deactivates Hymn of Perseverance.
DeAryn activates Hymn of Perseverance.
DeAryn deactivates Corona.
DeAryn deactivates Hymn of Perseverance.
A shield forms around DeAryn.
DeAryn deactivates Chant of Resistance.
































































































