









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Auto Talent Assistant 1.7.4Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. 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 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Forestwight |
| Class | Archmage (Technomancer) |
| Level / Exp | 27 / 53% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 31 (base 10) |
| Magic | 81 (base 58) |
| Willpower | 69 (base 46) |
| Cunning | 29 (base 19) |
Resources
| Mana | 482/482 |
| Psi | 159/159 |
| Life | 528/528 |
| Positive | 128/128 |
| Steam | 39/90 |
| Healing Factor | 1.3458714593978 |
| Regeneration | 2.0861007620666 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 21 |
| Crit Chance | 24% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 81 |
| Crit Chance | 44% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +15% |
| Arcane | +4% |
| Mind | +6% |
| All | +0% |
| Darkness | +12% |
| Physical | +20% |
| Cold | +37% |
| Fire | +8% |
| Nature | +3% |
Offense: Damage Penetration
| Acid | +20% |
| Physical | +34% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 9 (45%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 8 |
| Physical Save | 30 |
| Spell Save | 39 |
| Mental Save | 34 |
Defense: Resistances
| Acid | 33%( 70%) |
| Blight | 5%( 70%) |
| Arcane | 49%( 70%) |
| Cold | 43%( 70%) |
| All | 14%( 70%) |
| Darkness | 37%( 70%) |
| Light | 39%( 70%) |
| Temporal | 12%( 70%) |
| Physical | 35%( 70%) |
| Mind | 16%( 70%) |
| Fire | 39%( 70%) |
| Nature | 41%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 13% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 249.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
| 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 3 turns and blocking 57 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (139 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Occult technomancy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.70 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Forest Wight | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Metaphasic Spin |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Spellcraft |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Escort the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara) | active |
You failed to protect the lost defiler from death by Bethetta the yellow jelly. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Voranne the treant. Escort: lost defiler (level 3 of Old Forest) | failed |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the lost sun paladin from death by Urthidig. Escort: lost sun paladin (level 2 of Trollmire) | failed |
Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. Gloratha the pair of hardened leather boots (0 def, 3 armour) (On feet)]Gloratha the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+8 eff.) (-) Armour: +3 (-) Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Damage (Melee): 0(-10) item expose Changes stats: +2(-) Wil Critical mult.: +20.00% (-) Physical save: +9 (+4 eff.) (-) Psi when hit: +0.24 (-) Mindpower: +15 (+3 eff.) (-) It can be used to activate talent Knockback Kick, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
| Light source | [vs. brass lantern &039; (Light source)]brass lantern &039; Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 44% Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 2(-) light Changes resistances: +9%(-) acid / +3%(-) darkness Changes resistances penetration: +20%(-) acid Light radius: +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. |
| On head | [vs. Flamepiercer the linen wizard hat (1 def, 0 armour) (On head)]Flamepiercer the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 2(-) fire Changes resistances: +6%(-) light / +15%(-) cold Changes damage: +6%(-) mind / +10%(-) cold A pointy cloth hat, very wizardly... |
| Tool | [vs. Gydhena the steel torque of psionic shield [power 47] (25 cooldown) (Tool)]Gydhena the steel torque of psionic shield [power 47] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3%(-) temporal / +6%(-) fire Light radius: +2 (-) It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. * Heal for 44. * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. steel ring &039; (On fingers, 1 of 2)]steel ring &039; Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 (-) Changes resistances: +3%(-) mind / +6%(-) nature / +24%(-) darkness Changes damage: +12%(-) darkness / +15%(-) blight Critical mult.: +10.00% (-) Vim when firing critical spell: +2.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. steel ring &039; (On fingers, 1 of 2)]Earaldil the gold ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical power: +20 (+9 eff.) Effects on melee hit: * 8% chance to reduce all saves and defense by 37 Effects on ranged hit: * 8% chance to reduce armor by 44% Changes stats: +2 Dex / +5 Wil / +5 Cun Changes resistances: +0%(-3%) mind / +0%(-6%) nature / +0%(-24%) darkness Changes damage: +0%(-12%) darkness / +0%(-15%) blight Critical mult.: +0.00% (-10.00%) Physical save: +9 (+5 eff.) Silence immunity: +28% Stamina each turn: +3.00 Mana each turn: +0.19 Vim when firing critical spell: +0.00 (-2.00) Mindpower: +6 (+2 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt &039; (Around waist)]hardened leather belt &039; Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4(-) acid / 4(-) physical Changes resistances: +3%(-) nature / +2%(-) physical Changes resistances penetration: +25%(-) physical Critical mult.: +15.00% (-) Physical save: +6 (+3 eff.) (-) Life regen: +1.30 (-) Healing mod.: +18% (-) A belt that goes around your waist. |
| In main hand | [vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]yew magestaff &039; (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x 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: +3%(-) nature / +20%(-) cold Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Mana each turn: +0.12 (-) Equilibrium when hit: +0.08 (-) Hate when firing a critical mind attack: +4.00 (-) Spellpower: +22 (+5 eff.) (-) Spell crit. chance: +21% (-) 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. |
| On hands | [vs. spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) (On hands)]spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 6(-) arcane Changes stats: +3(-) Mag / +5(-) Wil Changes resistances: +6%(-) arcane Changes damage: +4%(-) arcane Mana each turn: +0.17 (-) Spellpower: +15 (+4 eff.) (-) Spell crit. chance: +5% (-) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +16(-) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13%(-) acid / +13%(-) physical / +10%(-) fire / +10%(-) cold / +11%(-) all Changes damage: +7%(-) acid / +11%(-) physical / +8%(-) fire / +7%(-) cold Talents cooldown: Refit Golem (-3(-) turns) Talents granted: +3.00(-) Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+1 eff.) (-) Mindpower: +5 (+1 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | [vs. Beodar (Around neck)]Beodar Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6(-) Str / +5(-) Dex / +6(-) Wil Mental save: +9 (+4 eff.) (-) Silence immunity: +10% (-) Confusion immunity: +20% (-) Stun/Freeze immunity: +20% (-) Maximum life: +100.00 (-) Amulets make your neck look great! |
Inventory
blink rune of the sneak (range 7; phase 17; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 200; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 200.95 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower 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. |
[vs. Rune: Biting Gale [biting gale rune of the psychic (damage 115; dur 4; cd 16)] (on body)]biting gale rune of the psychic (damage 264; 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 direct a cone of chilling stormwind doing 264.14(+15.07) cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower 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. |
[vs. Rune: Manasurge (on body)]manasurge rune of the psychic (regen 1137% over 10 turns; mana 56; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1137%(+317%) for 10(-) turns (193(+53) total) and instantly restoring 56(+15) mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your +Willpower 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. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the duelist (absorb 43; cd 12)] (on body)]shatter afflictions rune of the warrior (absorb 89; cd 14) 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: 10(+1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3(-) turns and blocking 89(+31) 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, +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 436; dur 4; cd 14)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: 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 436 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 0; blocks 4; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 4 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Beodar (Around neck)]Umbraparry Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 30% Damage when hit (Melee): 10 bleed Changes stats: +0(-6) Str / +0(-5) Dex / +0(-6) Wil / +5 Con Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +7% acid / +25% fire / +7% blight Changes damage: +6% darkness Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-20%) Maximum life: +0.00 (-100.00) Amulets make your neck look great! |
[vs. Beodar (Around neck)]insulating copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-6) Str / +0(-5) Dex / +3(-3) Wil Changes resistances: +11% fire / +11% cold Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-20%) Maximum life: +0.00 (-100.00) Amulets make your neck look great! |
[vs. Beodar (Around neck)]Cyruma the Torchglean Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +0(-6) Str / +0(-5) Dex / +1(-5) Wil Changes resistances: +19% fire / +6% mind / +15% cold Changes resistances penetration: +25% mind Changes damage: +12% fire Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Silence immunity: +0% (-10%) Confusion immunity: +0% (-20%) Stun/Freeze immunity: +0% (-20%) Maximum life: +0.00 (-100.00) Light radius: +1 Amulets make your neck look great! |
[vs. steel ring &039; (On fingers, 1 of 2)]Growthschism Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Effects on melee hit: * 10% chance to slow global speed by 65% Changes stats: +1 Cun / +2 Wil Changes resistances: +0%(-3%) mind / +0%(-6%) nature / +0%(-24%) darkness Changes damage: +0%(-12%) darkness / +0%(-15%) blight Critical mult.: +0.00% (-10.00%) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Vim when firing critical spell: +0.00 (-2.00) Maximum life: +22.00 Maximum hate: +6.00 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring &039; (On fingers, 1 of 2)]Nimbusmistress Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Changes stats: +2 Mag Changes resistances: +0%(-3%) mind / +0%(-6%) nature / +0%(-24%) darkness Changes resistances penetration: +15% acid Changes damage: +0%(-12%) darkness / +0%(-15%) blight Critical mult.: +0.00% (-10.00%) Mental save: +5 (+3 eff.) Confusion immunity: +21% Vim when firing critical spell: +0.00 (-2.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. steel ring &039; (On fingers, 1 of 2)] Baleful BandBaleful Band Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +0 (-4) Physical power: +5 (+3 eff.) Changes resistances: +0%(-3%) mind / +17%(-7%) darkness / +0%(-6%) nature Changes damage: +0%(-12%) darkness / +0%(-15%) blight Critical mult.: +0.00% (-10.00%) Blindness immunity: +24% Hate when hit: +0.80 Vim when firing critical spell: +0.00 (-2.00) Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +8 See invisible: +5 It can be used to activate talent Hateful Whisper (costing 25 power out of 28/28) : Effective talent level: 1.0 Power cost: 25 out of 28/28. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target&ANTIQUE_WHITEWHITETap to cycle through comparison choices |
[vs. steel ring &039; (On fingers, 1 of 2)]Gilasta the steel ring Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +0 (-4) Effects on melee hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): 5 shadowflame Changes stats: +1 Cun Changes resistances: +0%(-3%) mind / +0%(-6%) nature / +0%(-24%) darkness Changes resistances penetration: +15% mind Changes damage: +0%(-15%) blight / +6% mind / +0%(-12%) darkness Critical mult.: +0.00% (-10.00%) Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +24% Vim when firing critical spell: +0.00 (-2.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]Earidentir (100% power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-20%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +3% blight / +2% physical Changes resistances penetration: +5% acid Changes damage: +0%(-3%) nature / +10%(-10%) cold Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Spellpower: +3 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +1% (-20%) Light 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 162.96 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. |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-20%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-3%) nature / +10%(-10%) cold Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Spellpower: +3 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +1% (-20%) Staves designed for wielders of magic, by the greats of the art. |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]elm magestaff &039; (100% power, 2 apr, cold element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-20%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Physical power: +5 (+3 eff.) Changes resistances: +3% nature Changes resistances penetration: +15% physical Changes damage: +3% physical / +0%(-3%) nature / +10%(-10%) cold Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% (+1.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Maximum stamina: +20.00 Spellpower: +3 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +7% (-14%) Staves designed for wielders of magic, by the greats of the art. |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]Daydream the ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-9%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +7% darkness / +7% temporal Changes damage: +15%(-5%) cold / +3% light / +0%(-3%) nature Talents granted: +1.00(-) Command Staff Critical mult.: +12.00% (+2.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Spellpower: +6 (+1 eff.) (-16 (-4 eff.)) Spell crit. chance: +13% (-8%) Defense after a teleport: +20 Resist all after a teleport: +21% New effects duration reduction after a teleport: +23% Staves designed for wielders of magic, by the greats of the art. |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]Stormzeal the ash vilestaff (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-9%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +21 (+14 eff.) Damage (Melee): 22 fire Changes resistances: +9% lightning Changes damage: +9% lightning / +18%(-2%) cold / +15% darkness / +0%(-3%) nature Talents granted: +1.00(-) Command Staff Critical mult.: +23.00% (+13.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Spellpower: +15 (+3 eff.) (-7 (-2 eff.)) Spell crit. chance: +2% (-19%) Light radius: +3 See invisible: +7 Damage Shield penetration: +17% Damage Shield Power: +9% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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 6 that illuminates the area and deals 120.22 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. |
[vs. yew magestaff &039; (120% power, 4 apr, cold element) (In main hand)]Icebreak the dwarven-steel battleaxe (133% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 133% (+12%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +6.5% (+3.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +41 lightning / +31 cold / +40 fire When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +12 Changes resistances: +18% cold Changes resistances penetration: +20% lightning / +14% cold / +16% fire / +10% all Changes damage: +0%(-3%) nature / +0%(-20%) cold Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.12) Equilibrium when hit: +0.00 (-0.08) Hate when firing a critical mind attack: +0.00 (-4.00) Spellpower: +0 (+0 eff.) (-22 (-5 eff.)) Spell crit. chance: +0% (-21%) Global speed: +5% Movement speed: +29% Massive two-handed battleaxes. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]Bleakbane the linen robe (2 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 30% Changes resistances: +9% lightning / +0%(-13%) physical / +0%(-10%) fire / +0%(-10%) cold / +0%(-13%) acid / +7%(-4%) all Changes resistances penetration: +5% lightning Changes damage: +0%(-7%) acid / +0%(-11%) physical / +0%(-8%) fire / +0%(-7%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Physical save: +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]Ragarim (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +9% blight / +16%(+6%) cold / +0%(-10%) fire / +7%(-4%) all Changes damage: +0%(-7%) acid / +0%(-11%) physical / +11%(+4%) cold / +6% mind / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Mental save: +3 (+2 eff.) Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +0%(-10%) cold / +0%(-10%) fire / +7%(-4%) all Changes damage: +0%(-7%) acid / +0%(-11%) physical / +0%(-8%) fire / +0%(-7%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]linen robe &039; (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +0%(-13%) acid / +2%(-11%) physical / +0%(-10%) cold / +0%(-10%) fire / +7%(-4%) all Changes damage: +3%(-4%) acid / +0%(-11%) physical / +0%(-8%) fire / +0%(-7%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Mental save: +15 (+7 eff.) Maximum stamina: +20.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]mindwoven linen robe of the mind (+10%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +0%(-10%) fire / +0%(-10%) cold / +10% mind / +7%(-4%) all Changes damage: +0%(-7%) acid / +0%(-11%) physical / +0%(-7%) cold / +10% mind / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Mental save: +15 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]Elenunarihek the woollen robe (5 def, 2 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+5 eff.) Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +0%(-10%) cold / +34%(+24%) fire / +15% nature / +9%(-2%) all Changes resistances penetration: +15% temporal Changes damage: +0%(-7%) acid / +6% temporal / +0%(-7%) cold / +23%(+15%) fire / +10% nature / +0%(-11%) physical Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]spellwoven woollen robe of blight (+12%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +12% blight / +0%(-10%) cold / +0%(-10%) fire / +9%(-2%) all Changes damage: +0%(-7%) acid / +0%(-11%) physical / +12% blight / +0%(-7%) cold / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Spell save: +16 (+5 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]woollen robe &039; (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Changes stats: +3 Mag / +2 Wil / +2 Con Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +19%(+9%) fire / +0%(-10%) cold / +9%(-2%) all Changes damage: +0%(-7%) acid / +8% temporal / +0%(-7%) cold / +0%(-11%) physical / +13%(+5%) fire / +7% arcane / +7% nature Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Poison immunity: +23% Disease immunity: +30% Stamina each turn: +2.00 Hate when firing a critical mind attack: +2.00 Maximum mana: +10.00 Maximum psi: +10.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe of alchemy (0 def, 0 armour) (Main armor)]Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+8 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +0%(-13%) acid / +0%(-13%) physical / +0%(-10%) fire / +0%(-10%) cold / +30% nature / +11%(-) all Changes damage: +15%(+8%) acid / +0%(-11%) physical / +0%(-8%) fire / +0%(-7%) cold / +15% nature / +15% mind Talent cooldown: Refit Golem ((+0(+3) turn) Talent granted: +0(+-3) Arcane Dynamo Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. hardened leather belt &039; (Around waist)]Ivuma the Shiverrage Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) acid / 2 cold / 6 darkness / 0(-4) physical Changes resistances: +0%(-2%) physical / +3% fire / +3% darkness / +0%(-3%) nature Changes resistances penetration: +0%(-25%) physical Changes damage: +9% cold Critical mult.: +0.00% (-15.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Life regen: +0.70 (-0.60) Healing mod.: +11% (-7%) A belt that goes around your waist. |
[vs. hardened leather belt &039; (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Damage when hit (Melee): 0(-4) acid / 0(-4) physical Changes resistances: +0%(-3%) nature / +0%(-2%) physical Changes resistances penetration: +0%(-25%) physical Critical mult.: +0.00% (-15.00%) Maximum encumbrance: +70 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Life regen: +0.00 (-1.30) Maximum life: +40.00 Healing mod.: +0% (-18%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. hardened leather belt &039; (Around waist)]Winterwaker Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) acid / 0(-4) physical Changes resistances: +0%(-3%) nature / +0%(-2%) physical Changes resistances penetration: +0%(-25%) physical Changes damage: +6% cold Critical mult.: +0.00% (-15.00%) Physical save: +6 (+3 eff.) (-) Life regen: +0.00 (-1.30) Mindpower: +17 (+5 eff.) Mental crit. chance: +3% Healing mod.: +0% (-18%) A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)]Glenor (11 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +11 (+9 eff.) Changes stats: +2 Wil Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Maximum life: +40.00 Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Gloratha the pair of hardened leather boots (0 def, 3 armour) (On feet)]Armimalach the Kilnvault (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Armour: +1 (-2) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item expose Damage when hit (Melee): 2 fire Changes stats: +0(-2) Wil Changes resistances: +3% fire Changes resistances penetration: +5% temporal Changes damage: +9% cold Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Psi when hit: +0.00 (-0.24) Mindpower: +0 (+0 eff.) (-15 (-3 eff.)) Movement speed: +25% A pair of boots made of leather. |
[vs. Gloratha the pair of hardened leather boots (0 def, 3 armour) (On feet)]pair of rough leather boots &039; (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-8 eff.)) Armour: +3 (-) Damage (Melee): 0(-10) item expose Changes stats: +0(-2) Wil Changes resistances: +3% darkness Changes damage: +9% arcane / +9% darkness Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Psi when hit: +0.00 (-0.24) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-15 (-3 eff.)) Infravision radius: +2 A pair of boots made of leather. |
[vs. Gloratha the pair of hardened leather boots (0 def, 3 armour) (On feet)]pair of rough leather boots &039; (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) (-5 (-3 eff.)) Armour penetration: +3 Armour: +1 (-2) Damage (Melee): 0(-10) item expose Changes stats: +3 Cun / +3(+1) Wil Changes damage: +9% cold Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) (-3 (-1 eff.)) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Psi when hit: +0.00 (-0.24) Only die when reaching: -80.00 life Mindpower: +0 (+0 eff.) (-15 (-3 eff.)) Infravision radius: +1 A pair of boots made of leather. |
[vs. spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) (On hands)]Smolderoath the hardened leather gloves (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 0(-6) arcane / 6 light / 5 mind Changes stats: +0(-3) Mag / +0(-5) Wil / +2 Con Changes resistances: +0%(-6%) arcane / +7% light / +8% mind Changes resistances penetration: +15% blight Changes damage: +5% light / +3% blight / +3% fire / +3%(-1%) arcane / +4% mind Physical save: +13 (+7 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +20% Mana each turn: +0.00 (-0.17) Spellpower: +0 (+0 eff.) (-15 (-4 eff.)) Spell crit. chance: +0% (-5%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +0(-16) arcane / +4 physical Damage (radius 2) on crit: +8 mind Activating this item is instant. It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour) (On hands)]Ichorstrike the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +3 (+1) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 65% Damage (Melee): 6 light / 0(-6) arcane Damage when hit (Melee): 8 nature Changes stats: +0(-3) Mag / +0(-5) Wil / +4 Cun Changes resistances: +0%(-6%) arcane / +8% light / +8% darkness Changes damage: +6% acid / +8% light / +0%(-4%) arcane Mana each turn: +0.30 (+0.13) Spellpower: +6 (+2 eff.) (-9 (-2 eff.)) Spell crit. chance: +6% (+1%) Infravision radius: +2 When used to modify unarmed attacks: Power: 134% (+19%) Range: 1.4x (+0.3x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +15 (+12) Crit. chance: +19.0% (+16.0%) Attack speed: 83% (-17%) When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Searing Light (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +9 darkness / +11(-5) arcane It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Flamepiercer the linen wizard hat (1 def, 0 armour) (On head)]Frozenwinnow the linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 0(-2) fire / 4 cold Changes resistances: +3%(-12%) cold / +3% nature / +0%(-6%) light Changes resistances penetration: +15% cold Changes damage: +0%(-6%) mind / +0%(-10%) cold Talent granted: +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 10.44 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A pointy cloth hat, very wizardly... |
[vs. Flamepiercer the linen wizard hat (1 def, 0 armour) (On head)]linen wizard hat &039; (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10% chance to reduce all saves and defense by 37 Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 0(-2) fire Changes stats: +3 Str Changes resistances: +0%(-6%) light / +0%(-15%) cold / +11% mind / +5% arcane Changes damage: +11%(+5%) mind / +0%(-10%) cold Stamina each turn: +1.00 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
10 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 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. |
6 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. |
3 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. |
2 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. |
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. |
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. |
3 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. |
4 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. |
6 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. |
449 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. |
[vs. brass lantern &039; (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-9%) acid / +0%(-3%) darkness Changes resistances penetration: +0%(-20%) acid Light radius: +3 (-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. |
[vs. brass lantern &039; (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-9%) acid / +0%(-3%) darkness Changes resistances penetration: +0%(-20%) acid Mental save: +6 (+3 eff.) Light radius: +3 (-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. |
[vs. brass lantern &039; (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-9%) acid / +0%(-3%) darkness Changes resistances penetration: +0%(-20%) acid Light radius: +2 (-4) Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. brass lantern &039; (Light source)]watchleader&039;s lamp of mind rending Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-2) light Changes resistances: +0%(-9%) acid / +0%(-3%) darkness Changes resistances penetration: +0%(-20%) acid Blindness immunity: +25% Confusion immunity: +10% Light radius: +8 (+2) See stealth: +11 See invisible: +7 It can be used to Unleash a psionic blast, inflicting 167.48 Mind damage in radius 4 (based on Willpower), possibly confusing creatures in the area for 8 turns Activation puts all charms on cooldown for 23 turns. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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)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 356/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Gydhena the steel torque of psionic shield [power 47] (25 cooldown) (Tool)]Armigodur the elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +0%(-3%) temporal / +0%(-6%) fire Changes resistances penetration: +20% acid Changes damage: +3% arcane Spell save: +12 (+4 eff.) Mana each turn: +0.08 Light radius: +0 (-2) It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Urthidig the Forestwight Archmage level 25
1st Time of Equilibrium 122nd year of Ascendancy at 05:19 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Urthidig the Forestwight Archmage level 10
7th Mirth 122nd year of Ascendancy at 19:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Urthidig the Forestwight Archmage level 20
26th Dusk 122nd year of Ascendancy at 02:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Urthidig the Forestwight Archmage level 21
53rd Dusk 122nd year of Ascendancy at 09:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Urthidig the Forestwight Archmage level 10
8th Mirth 122nd year of Ascendancy at 16:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Urthidig the Forestwight Archmage level 10
10th Mirth 122nd year of Ascendancy at 14:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Urthidig the Forestwight Archmage level 22
55th Dusk 122nd year of Ascendancy at 00:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Urthidig the Forestwight Archmage level 15
11st Dusk 122nd year of Ascendancy at 04:05 see stats
Log
Urthidig receives 63 healing from Temporal Restoration Field.
Urthidig casts Ice Shards.
Urthidig&
Urthidig is filled with the Sun&LASTLASTManathrust.
The fabric of time around Urthidig returns to normal.
Talent Suncloak is ready to use.
Urthidig casts Manathrust.
Urthidig hits Umber hulk for 230 arcane damage.
Emelulratta, the injured seer&PURPLELASTLASTLAST039;Help! Umber hulk to the southwest!&LASTLASTSun Ray.
You collect a new ingredient: xorn fragment (1).
Urthidig&LASTUrthidig hits Umber hulk for 359 light damage.
Urthidig killed Umber hulk!
Resting starts...
Emelulratta, the injured seer seems more focused.
Talent Ice Shards is ready to use.
Talent Manathrust is ready to use.
Talent Sun Ray is ready to use.
Emelulratta, the injured seer says: &039;s go!&LAST039;Why have you stopped?&LAST
















































































































