Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Classic Talents 1.7.0Modifies certain talents in the 1.6 and later game modules to restore their behaviors from the 1.5 release. Currently affected talents:
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Select First Escort 1.7.0Creates 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 Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Demons |
Mode | Insane Roguelike |
Sex | Female |
Race | Ghoul |
Class | Archmage |
Level / Exp | 27 / 94% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 10) |
Magic | 68 (base 58) |
Willpower | 62 (base 54) |
Cunning | 9 (base 11) |
Resources
Life | 668/668 |
Mana | 427/427 |
Positive | 128/128 |
Healing Factor | 1.544804467222 |
Regeneration | 0.3862011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 31 |
Accuracy | 17 |
Crit Chance | 3% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 16% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +10% |
Arcane | +20% |
Cold | +19% |
All | 0% |
Darkness | +6% |
Physical | +8% |
Lightning | +16% |
Mind | +15% |
Fire | +18% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +44% |
Acid | +40% |
Nature | +50% |
Temporal | +43% |
Cold | +30% |
Lightning | +35% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 45 |
Mental Save | 48 |
Defense: Resistances
Acid | + 11%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 23%( 70%) |
All | + 11%( 70%) |
Darkness | + 47%( 70%) |
Light | + 27%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 16%( 70%) |
Mind | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 56% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 42% |
Bleed Resistance | 100% |
Silence Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 186 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Spellcraft |
talent | Arcane Shield |
talent | Shielding |
detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * Our water imp agents in the lake of Nur have stopped reporting. Investigate. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Equipment
On feet | Coalviper the pair of dwarven-steel boots (0 def, 4 armour) Coalviper the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Damage when hit (Melee): 4 darkness Changes resistances: +16% temporal / +27% darkness / +3% fire Changes resistances penetration: +13% temporal / +19% darkness / +10% fire Changes damage: +6% darkness Maximum encumbrance: +33 Physical save: +11 (+5 eff.) Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +32% Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Shiverpain ShiverpainInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +3% light / +3% fire Changes resistances penetration: +5% cold Changes damage: +9% cold Spell save: +6 (+2 eff.) Maximum life: +46.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cutharion the hardened leather cap (0 def, 3 armour) Cutharion the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes resistances: +5% lightning / +7% temporal Disarm immunity: +20% Only die when reaching: -60.00 life Healing mod.: +20% A cap made of leather. |
Tool | Mayariamina the dwarven-steel pickaxe (dig speed 16 turns) Mayariamina the dwarven-steel pickaxe (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +2 Str Changes damage: +6% acid / +8% fire / +9% mind Reduces incoming crit damage: 5.00% Mental save: +7 (+2 eff.) Silence immunity: +20% Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of speed copper ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
On fingers | steel ring of arcana (+0.10/turn) steel ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +29% Mana each turn: +0.10 Rings make your fingers look great! |
Around waist | Ce'Nayaba the rough leather belt Ce'Nayaba the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +5% lightning / +6% temporal / +5% arcane Changes resistances penetration: +5% temporal Knockback immunity: +10% Maximum life: +60.00 Healing mod.: +15% A belt that goes around your waist. |
In main hand | cruel yew magestaff of fate (20-24 power, 4 apr, arcane element) cruel yew magestaff of fate (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +5 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
On hands | iron gauntlets 'Satyrvice' (0 def, 1 armour) iron gauntlets 'Satyrvice' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +5 Str / +1 Mag / +3 Con Changes damage: +3% nature Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Gloremira (0 def, 0 armour) Gloremira (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +1 Dex / +6 Mag / +7 Wil Changes resistances: +8% lightning / +13% darkness / +7% cold / +13% mind / +11% all Changes damage: +10% lightning / +8% physical / +10% cold Reduces incoming crit damage: 15.00% Physical save: +12 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +40 (+13 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Light radius: +1 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | cashmere cloak 'Ivyreriata' (2 def, 4 armour) cashmere cloak 'Ivyreriata' (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +15% light / +6% cold Changes damage: +6% mind Spell save: +5 (+2 eff.) Maximum life: +60.00 Maximum mana: +55.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Festeridol' gold amulet 'Festeridol'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +12% mind Changes resistances penetration: +10% lightning / +25% nature / +15% acid Changes damage: +6% lightning Confusion immunity: +30% Amulets make your neck look great! |
Inventory
shielding rune (absorb 273; dur 5; cd 17) shielding rune (absorb 273; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 273 damage for 5 turns. 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. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 409; dur 4; cd 17) shielding rune of the wizard (absorb 409; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 create a protective shield absorbing at most 409 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Glacierraven' copper amulet 'Glacierraven'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 10 cold Changes stats: +3 Cun Changes resistances penetration: +5% cold Changes damage: +12% cold Amulets make your neck look great! |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
gold amulet 'Kindlemortal' =4 con= gold amulet 'Kindlemortal' =4 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Dex / +4 Cun / +4 Con Changes resistances: +22% mind / +9% fire Confusion immunity: +24% Amulets make your neck look great! |
mule's copper ring of blight (+11%) mule's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +11% blight Changes damage: +11% blight Maximum encumbrance: +20 Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Kindlesage KindlesageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Mag Changes resistances penetration: +10% mind Changes damage: +15% light Reduces incoming crit damage: 15.00% Physical save: +11 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +12 (+4 eff.) Rings make your fingers look great! |
Nerosemira NerosemiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Mindpower: +5 (+3 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
treant's gold ring treant's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +13% Disease immunity: +10% Rings make your fingers look great! |
ash magestaff 'Korigar' (15-18 power, 3 apr, arcane element) ash magestaff 'Korigar' (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +1 Con Changes resistances: +8% arcane Changes resistances penetration: +15% acid Changes damage: +15% arcane / +3% acid Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +15 (+5 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Morningwrack the yew vilestaff (20-24 power, 4 apr, fire element) =5 str= Morningwrack the yew vilestaff (20-24 power, 4 apr, fire element) =5 str=Requires: - Magic 24 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +5 Str / +3 Wil Changes damage: +15% mind / +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 107.40 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Quenchshear the yew magestaff (20-24 power, 4 apr, arcane element) Quenchshear the yew magestaff (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% mind Changes damage: +15% cold / +20% arcane / +15% fire Talent granted: +1 Command Staff Critical mult.: +22.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
ancient woollen robe of the mountain (+11%) (0 def, 0 armour) ancient woollen robe of the mountain (+11%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% all / +11% physical Changes resistances penetration: +7% temporal / +8% physical Changes damage: +11% temporal / +16% physical Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorywe the rough leather belt Glorywe the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Dex / +3 Cun / +4 Con Changes resistances: +3% acid / +1% physical / +5% arcane / +9% lightning Life regen: +2.00 Maximum life: +20.00 Mental crit. chance: +6% A belt that goes around your waist. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
Galegund the hardened leather belt Galegund the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +7 Cun / +7 Lck Trap disarming bonus: +15 Stealth bonus: +8 Mental save: +3 (+1 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Mindpower: +20 (+8 eff.) Infravision radius: +3 A belt that goes around your waist. |
Thunderqueller (1 def, 0 armour) Thunderqueller (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +10% lightning Spell save: +7 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Maximum mana: +41.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yviba the Sootmarrow (11 def, 0 armour) =4 str= Yviba the Sootmarrow (11 def, 0 armour) =4 str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +11 (+4 eff.) Changes stats: +4 Str / +2 Dex / +2 Cun Changes resistances penetration: +5% darkness Physical save: +6 (+3 eff.) Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Corruptionswift the pair of rough leather boots (0 def, 1 armour) =3 str= Corruptionswift the pair of rough leather boots (0 def, 1 armour) =3 str=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +3 Str / +2 Dex Critical mult.: +15.00% Stamina each turn: +0.40 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum stamina: +12.00 A pair of boots made of leather. |
Dagynaridrakan the pair of rough leather boots (0 def, 1 armour) =11 con= Dagynaridrakan the pair of rough leather boots (0 def, 1 armour) =11 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +4 Dex / +1 Mag / +2 Wil / +11 Con / +6 Lck Stealth bonus: +5 A pair of boots made of leather. |
Galukalthosta (0 def, 2 armour) Galukalthosta (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Con Changes resistances: +3% acid Infravision radius: +2 A pair of boots made of leather. |
Cracklespire (9 def, 3 armour) Cracklespire (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Changes resistances: +15% acid Changes damage: +9% arcane / +12% lightning Cut immunity: +20% Only die when reaching: -20.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Toraregomas the Rimepanic (0 def, 7 armour) =4 con= Toraregomas the Rimepanic (0 def, 7 armour) =4 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +7 Fatigue: +3% Changes stats: +4 Con Changes damage: +12% cold Reduces incoming crit damage: 5.00% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat 'Areran' (1 def, 0 armour) linen wizard hat 'Areran' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Defense: +1 (+0 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Con Changes resistances: +16% cold Changes damage: +6% physical / +11% cold Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Blackwinter the rough leather cap (0 def, 1 armour) =8 str= Blackwinter the rough leather cap (0 def, 1 armour) =8 str=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +8 Str Changes resistances: +5% lightning / +6% temporal / +3% nature Stamina each turn: +2.00 A cap made of leather. |
Eregas (1 def, 4 armour) Eregas (1 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Defense: +1 (+0 eff.) Changes stats: +3 Dex Reduces incoming crit damage: 5.00% Stamina each turn: +3.00 Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Infravision radius: +3 A pointy cloth hat, very wizardly... |
bladed rough leather cap (0 def, 1 armour) =3 str= bladed rough leather cap (0 def, 1 armour) =3 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.3 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Windcrack the hardened leather cap (0 def, 3 armour) =7 str= Windcrack the hardened leather cap (0 def, 3 armour) =7 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances penetration: +10% acid Changes damage: +15% acid / +15% temporal / +15% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.3 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Tedurath' (0 def, 13 armour) =5 con= hardened leather cap 'Tedurath' (0 def, 13 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +5 Con Changes resistances: +6% blight Spell save: +6 (+2 eff.) Cut immunity: +10% Life regen: +4.00 A cap made of leather. |
hardened leather cap 'Xerywen' (0 def, 3 armour) hardened leather cap 'Xerywen' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% light / +13% cold / +5% arcane / +12% nature Allows you to breathe in: water Stamina each turn: +3.00 Only die when reaching: -60.00 life A cap made of leather. |
dwarven-steel helm 'Wildrot' (0 def, 4 armour) =4 con= dwarven-steel helm 'Wildrot' (0 def, 4 armour) =4 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce armor by 33% Damage when hit (Melee): 10 acid Changes stats: +4 Con Changes damage: +9% nature / +9% acid Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
93 alchemist agate 93 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cloudfist =4 str= Cloudfist =4 str=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +2 Changes stats: +4 Str Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Elyriawen ElyriawenInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil Changes damage: +3% mind / +3% blight Mental save: +6 (+2 eff.) Maximum mana: +40.00 Maximum psi: +30.00 Spell crit. chance: +3% Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ulfoldil the brass lantern Ulfoldil the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% acid Changes damage: +3% mind Critical mult.: +5.00% Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Cracklestreak' brass lantern 'Cracklestreak'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes damage: +3% lightning / +21% blight Mental save: +7 (+2 eff.) Maximum mana: +60.00 Spellpower: +10 (+4 eff.) Light radius: +3 See stealth: +5 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Magmaidol the iron pickaxe (dig speed 28 turns) Magmaidol the iron pickaxe (dig speed 28 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +1 Str Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +6% acid / +12% fire / +3% arcane Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Brightenvy (dig speed 30 turns) =4 str= Brightenvy (dig speed 30 turns) =4 str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +4 Str Changes resistances: +6% light Changes damage: +12% light / +9% lightning Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glimmercrypt the dwarven-steel pickaxe (dig speed 16 turns) Glimmercrypt the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +5 (+2 eff.) Damage when hit (Melee): 10 light / 4 fire Changes stats: +2 Str Changes resistances: +12% light / +9% fire Changes resistances penetration: +15% light Changes damage: +9% temporal Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +20.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
soothing elm totem of summon tentacle [power 95] (25 cooldown) soothing elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 98 Armor: 0 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 150] (25 cooldown) ash totem of summon tentacle [power 150] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 344 Base Damage: 166 Armor: 13 All Resist: 8 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 105] (15 cooldown) elm wand of conjuration [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 124 fire damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fularach the ash wand of shielding [power 194] (20 cooldown) =2 con= Fularach the ash wand of shielding [power 194] (20 cooldown) =2 con=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Wil / +3 Cun / +2 Con Changes resistances: +15% acid Reduces incoming crit damage: 15.00% It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of shielding [power 194] (20 cooldown) focusing ash wand of shielding [power 194] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By this is gonna go horribly wrong the Ghoul Archmage level 10
73rd Vengeance 123rd year of Ascendancy at 04:51 see stats
By this is gonna go horribly wrong the Ghoul Archmage level 20
92nd Vengeance 123rd year of Ascendancy at 04:51 see stats
By this is gonna go horribly wrong the Ghoul Archmage level 21
95th Vengeance 123rd year of Ascendancy at 01:23 see stats
Log
Ran for 4 turns (stop reason: didn't move).
Today is the 104th Vengeance of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 105th Vengeance of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 106th Vengeance of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 107th Vengeance of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
There is a Landing Site here (press '' or right click to use).
Today is the 108th Vengeance of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
There is a Return to the Fearscape here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Ran for 6 turns (stop reason: interesting terrain).
Ran for 6 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: interesting terrain).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Ran for 8 turns (stop reason: hostile spotted to the southeast (Training Dummy)).