Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.7.0Donators/Buyers bonus! Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. ZOmnibus Addon Pack 1.7.4Combines 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 271% |
Size | huge |
Lifes / Deaths | Killed by snow giant thunderer at level 18 on the 3rd Allure 123rd year of Ascendancy at 06:37 4 / 3Killed by Aeroriamina the giant carpenter ant at level 21 on the 58th Regrowth 123rd year of Ascendancy at 08:56 Killed by elven corruptor at level 30 on the 14th Pyre 123rd year of Ascendancy at 14:19 |
Primary Stats
Strength | 107 (base 50) |
Dexterity | 50 (base 40) |
Constitution | 59 (base 45) |
Magic | 88 (base 50) |
Willpower | 61 (base 54) |
Cunning | 51 (base 48) |
Resources
Mana | 428/428 |
Life | 2312/2312 |
Positive | 266/266 |
Stamina | 473/473 |
Paradox | 345 |
Healing Factor | 2.3960715715706 |
Regeneration | 120.12561059775 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +169.08110301769% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 6 |
See Stealth | 18.270892008859 |
See Invisible | 47.464847573152 |
Offense: Mainhand
Damage | 263 |
Accuracy | 53 |
Crit Chance | 36% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 65 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +7% |
Arcane | +32% |
Mind | +14% |
All | +2% |
Darkness | +48% |
Light | +41% |
Fire | +61% |
Lightning | +32% |
Offense: Damage Penetration
Cold | +45% |
Light | +86% |
All | +25% |
Defense: Base
Armour (hardiness) | 134.80568470837 (100%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 67 |
Mental Save | 64 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 32%( 70%) |
All | + 10%( 70%) |
Lightning | + 21%( 70%) |
Light | + 44%( 70%) |
Physical | + 18%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 15%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 54% |
Knockback Resistance | 54% |
Stun Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 79% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 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 529 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Shield Wall |
talent | Weapon of Wrath |
talent | Retribution |
talent | Weapon of Light |
talent | Searing Sight |
talent | Essence of Speed |
talent | Premonition |
talent | Shielding |
talent | Daunting Presence |
beneficial effect | The target is surrounded by a time distortion, absorbing 797/797 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
beneficial effect | The target is surrounded by a magical shield, absorbing 569/569 damage before it crumbles. Damage Shield |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 36, and granting a 8% chance to ignore critical hits. Precognition |
beneficial effect | Increases the effectiveness of all healing the target receives by 70%. Empowered Healing |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Increases global action speed by 39%. Haste |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Neromina the fiery orc wyrmic. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Constitution by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 627. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of squid ink. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs 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 | pair of iron boots 'Islotta' (0 def, 3 armour) pair of iron boots 'Islotta' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% lightning Only die when reaching: -40.00 life Maximum life: +80.00 Spell crit. chance: +7% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Getadrablek GetadrablekInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% arcane Critical mult.: +20.00% Maximum life: +55.00 Mindpower: +30 (+7 eff.) Mental crit. chance: +6% Light radius: +5 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | dwarven-steel helm 'Noonwoe' (0 def, 4 armour) dwarven-steel helm 'Noonwoe' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 cold Changes stats: +5 Dex Changes resistances: +12% darkness / +3% light Changes resistances penetration: +15% light / +20% cold Changes damage: +6% darkness Light radius: +1 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | corrosive voratun gauntlets of strength (+3) (0 def, 3 armour) corrosive voratun gauntlets of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +7% acid When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
On fingers | psionicist's voratun ring of life psionicist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+4 eff.) Life regen: +14.00 Maximum life: +88.00 Healing mod.: +17% Rings make your fingers look great! |
Around neck | vitalizing gold amulet of vision vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +10 (+3 eff.) Blindness immunity: +19% Life regen: +3.00 Maximum life: +43.00 Infravision radius: +2 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
In main hand | Spellblade (50-70 power, 0 apr) Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Around waist | Betoratha the hardened leather belt Betoratha the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes resistances: +3% mind Changes damage: +9% mind Stealth bonus: +5 Spell save: +7 (+1 eff.) Maximum life: +36.00 Size category: +1 A belt that goes around your waist. |
In off hand | Lunar Shield (0 def, 20 armour, 45-63 power, 250 block) Lunar Shield (0 def, 20 armour, 45-63 power, 250 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+5 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Cloak | elven-silk cloak 'Malezor' (19 def, 26 armour) elven-silk cloak 'Malezor' (19 def, 26 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +26 Defense: +19 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +6% fire / +24% cold Physical save: +39 (+10 eff.) Spell save: +30 (+7 eff.) Mental save: +28 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Politta the stralite plate armour (0 def, 13 armour) Politta the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +12% nature / +9% physical Changes damage: +3% mind Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Poison immunity: +20% Disease immunity: +20% Disarm immunity: +20% Life regen: +4.00 Maximum life: +100.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (res 21%; magical; dur 3; cd 12)wild infusion (res 21%; magical; dur 3; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 167; cd 12)shatter afflictions rune (absorb 167; 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 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 167 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
This item will automatically be transmogrified when you leave the level. voratun amulet 'Stokelore'voratun amulet 'Stokelore' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +10 Str Changes resistances: +15% darkness / +12% fire Changes damage: +30% arcane / +15% fire Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff (30-36 power, 6 apr, fire element)dragonbone vilestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Blindrune (60-89 power, 4 apr)Blindrune (60-89 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 darkness / +8 mind When wielded/worn: Armour penetration: +14 Physical crit. chance: +27.0% Effects on melee hit: * 20% chance to reduce damage dealt by 31% * 20% chance to reduce all saves and defense by 39 Critical mult.: +42.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. caustic stralite greatmaul of evisceration (54-81 power, 3 apr)caustic stralite greatmaul of evisceration (54-81 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +33 acid / +7 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +19 (+3 eff.) Changes resistances penetration: +23% acid / +19% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. caustic orichalcum trident of evisceration (55-88 power, 16 apr)caustic orichalcum trident of evisceration (55-88 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +49 acid / +33 nature When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Physical power: +17 (+3 eff.) Changes resistances penetration: +24% acid / +26% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. caustic voratun mace of rage (47-66 power, 6 apr)caustic voratun mace of rage (47-66 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +18 acid / +34 nature When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +8 Changes stats: +8 Str Changes resistances penetration: +16% acid / +18% nature Changes damage: +11% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental iron waraxe of evisceration (12-16 power, 2 apr)elemental iron waraxe of evisceration (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 107 fire damage (1/turn) On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +8% fire Changes damage: +10% fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful voratun waraxe of torment (40-55 power, 6 apr)hateful voratun waraxe of torment (40-55 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +12 darkness Damage against: +12% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun waraxe of persecution (40-56 power, 6 apr)truestriking voratun waraxe of persecution (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage against: +30% Unnatural When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +11 Changes stats: +5 Wil Changes resistances penetration: +14% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Kondil (58-75 power, 9 apr)Kondil (58-75 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 57.7 - 75.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +5 Physical save: +9 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +50.50 Mental crit. chance: +7% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Islema' (50-66 power, 9 apr)voratun dagger 'Islema' (50-66 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +90 fire When wielded/worn: Changes stats: +12 Con / +12 Wil Changes resistances: +9% cold / +3% light / +6% nature Changes resistances penetration: +12% fire Changes damage: +9% physical Teleport immunity: +20% Maximum life: +110.00 Global speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. projecting pulsing mindstar (12-14 power, 32 apr, nature damage)projecting pulsing mindstar (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +14% lightning / +13% fire / +7% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of clarity (16-17 power, 40 apr, mind damage)nature's living mindstar of clarity (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% blight Changes damage: +7% nature Talent granted: +1 Attune Mindstar Mental save: +7 (+2 eff.) Disease immunity: +18% Maximum psi: +17.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +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. |
This item will automatically be transmogrified when you leave the level. ranger's drakeskin leather sling of fireranger's drakeskin leather sling of fire Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +10 fire When wielded/worn: Changes stats: +6 Dex Changes damage: +17% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Robe of the Archmage (10 def, 10 armour)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 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of Eyal (5 def, 10 armour)fortifying voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +6 Con Life regen: +8.00 Maximum life: +99.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of command (13 def, 23 armour)voratun plate armour of command (13 def, 23 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +13 (+3 eff.) Fatigue: +22% Changes stats: +4 Cun Mental save: +21 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. elven-silk cloak of the voidstalker (3 def, 0 armour)elven-silk cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% darkness / +20% temporal Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Cindershear (0 def, 14 armour)Cindershear (0 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 10 acid Changes stats: +2 Con Changes resistances: +30% fire Changes resistances penetration: +25% light Reduces incoming crit damage: 15.15% Infravision radius: +3 See invisible: +18 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour)invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Stamina each turn: +1.20 Maximum life: +33.00 Maximum stamina: +24.00 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Gloomobsidian (0 def, 3 armour)Gloomobsidian (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 67% Damage (Melee): 20 light Changes resistances: +24% fire / +15% light / +20% darkness Changes damage: +11% light / +12% nature / +6% darkness When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stabilizing voratun helm of might (0 def, 5 armour)stabilizing voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +3 Con Physical save: +22 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 191.76 temporal and 278.24 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
By Cosaon the Cornac Adventurer level 32
37th Pyre 123rd year of Ascendancy at 19:22 see stats
By Cosaon the Cornac Adventurer level 31
18th Pyre 123rd year of Ascendancy at 12:05 see stats
By Cosaon the Cornac Adventurer level 29
9th Pyre 123rd year of Ascendancy at 16:10 see stats
By Cosaon the Cornac Adventurer level 39
9th Flare 123rd year of Ascendancy at 17:40 see stats
By Cosaon the Cornac Adventurer level 50
32nd Haze 123rd year of Ascendancy at 16:01 see stats
By Cosaon the Cornac Adventurer level 49
26th Haze 123rd year of Ascendancy at 23:49 see stats
By Cosaon the Cornac Adventurer level 45
3rd Haze 123rd year of Ascendancy at 00:26 see stats
By Cosaon the Cornac Adventurer level 38
7th Flare 123rd year of Ascendancy at 12:50 see stats
By Cosaon the Cornac Adventurer level 34
53rd Pyre 123rd year of Ascendancy at 01:57 see stats
By Cosaon the Cornac Adventurer level 33
45th Pyre 123rd year of Ascendancy at 09:46 see stats
By Cosaon the Cornac Adventurer level 14
75th Dusk 122nd year of Ascendancy at 12:00 see stats
By Cosaon the Cornac Adventurer level 36
4th Flare 123rd year of Ascendancy at 13:21 see stats
By Cosaon the Cornac Adventurer level 34
64th Pyre 123rd year of Ascendancy at 17:35 see stats
By Cosaon the Cornac Adventurer level 32
29th Pyre 123rd year of Ascendancy at 13:57 see stats
By Cosaon the Cornac Adventurer level 44
2nd Haze 123rd year of Ascendancy at 14:35 see stats
By Cosaon the Cornac Adventurer level 19
1st Regrowth 123rd year of Ascendancy at 22:33 see stats
By Cosaon the Cornac Adventurer level 32
22nd Pyre 123rd year of Ascendancy at 19:43 see stats
By Cosaon the Cornac Adventurer level 34
76th Pyre 123rd year of Ascendancy at 02:25 see stats
By Cosaon the Cornac Adventurer level 31
18th Pyre 123rd year of Ascendancy at 12:15 see stats
By Cosaon the Cornac Adventurer level 50
32nd Haze 123rd year of Ascendancy at 16:14 see stats
By Cosaon the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 08:46 see stats
By Cosaon the Cornac Adventurer level 20
2nd Regrowth 123rd year of Ascendancy at 09:54 see stats
By Cosaon the Cornac Adventurer level 30
9th Pyre 123rd year of Ascendancy at 16:10 see stats
By Cosaon the Cornac Adventurer level 40
4th Dusk 123rd year of Ascendancy at 05:37 see stats
By Cosaon the Cornac Adventurer level 50
27th Haze 123rd year of Ascendancy at 06:15 see stats
By Cosaon the Cornac Adventurer level 31
16th Pyre 123rd year of Ascendancy at 21:35 see stats
By Cosaon the Cornac Adventurer level 40
17th Dusk 123rd year of Ascendancy at 11:13 see stats
By Cosaon the Cornac Adventurer level 31
18th Pyre 123rd year of Ascendancy at 10:55 see stats
By Cosaon the Cornac Adventurer level 37
4th Flare 123rd year of Ascendancy at 15:21 see stats
By Cosaon the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 09:01 see stats
By Cosaon the Cornac Adventurer level 31
18th Pyre 123rd year of Ascendancy at 12:05 see stats
By Cosaon the Cornac Adventurer level 21
47th Regrowth 123rd year of Ascendancy at 21:02 see stats
By Cosaon the Cornac Adventurer level 49
26th Haze 123rd year of Ascendancy at 04:40 see stats
By Cosaon the Cornac Adventurer level 4
2nd Mirth 122nd year of Ascendancy at 16:09 see stats
By Cosaon the Cornac Adventurer level 40
26th Dusk 123rd year of Ascendancy at 01:33 see stats
By Cosaon the Cornac Adventurer level 21
47th Regrowth 123rd year of Ascendancy at 11:54 see stats
By Cosaon the Cornac Adventurer level 21
45th Regrowth 123rd year of Ascendancy at 04:55 see stats
By Cosaon the Cornac Adventurer level 14
75th Dusk 122nd year of Ascendancy at 12:52 see stats
By Cosaon the Cornac Adventurer level 28
9th Pyre 123rd year of Ascendancy at 10:11 see stats
Log
Cosaon retunes the fabric of spacetime.
Cosaon stops spinning fate.
Cosaon stops weaving fate.
The shield around orc pyromancer crumbles.
Talent Bathe in Light is ready to use.
Cosaon casts Bathe in Light.
Cosaon's spell attains critical power!
Rested for 4 turns (stop reason: all resources and life at maximum).
A shield forms around Cosaon.
Cosaon receives 281 healing from Cosaon's healing light area effect.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Cosaon is energized and protected by the Sun!
Cosaon's solar fury subsides.
Cosaon is energized and protected by the Sun!