














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Alchemist |
Level / Exp | 50 / 1982% |
Size | gargantuan |
Lifes / Deaths | Killed by Elandar at level 50 on the 36th Dusk 124th year of Ascendancy at 08:06 / 2Killed by Argoniel at level 50 on the 36th Dusk 124th year of Ascendancy at 08:07 |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 32 (base 14) |
Constitution | 30 (base 12) |
Magic | 130 (base 60) |
Willpower | 71 (base 30) |
Cunning | 100 (base 60) |
Resources
Life | 1710/1710 |
Mana | 427/427 |
Healing Factor | 1.7292147729955 |
Regeneration | 37.924930833811 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +34.96364214147% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 63.130263235346 |
See Invisible | 63.13026323535 |
Offense: Mainhand
Damage | 242 |
Accuracy | 40 |
Crit Chance | 62% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 67 |
Accuracy | 40 |
Crit Chance | 75% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 87 |
Crit Chance | 78% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +63% |
Blight | +50% |
Arcane | +62% |
Cold | +72% |
All | +23% |
Physical | +78% |
Lightning | +183% |
Light | +38% |
Temporal | +33% |
Mind | +29% |
Darkness | +38% |
Fire | +66% |
Nature | +26% |
Offense: Damage Penetration
Lightning | +20% |
Nature | +10% |
Mind | +20% |
Blight | +35% |
Arcane | +25% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.695588011231 (48.304188961773%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 64 |
Mental Save | 61 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Lightning | + 70%( 70%) |
Light | + 43%( 70%) |
Temporal | + 50%( 75%) |
Physical | + 63%( 70%) |
Mind | + 41%( 70%) |
Fire | + 70%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 23% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 401 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 3 turns and blocking 206 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. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Golemancy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Ice Core |
talent | Chant of Fortitude |
talent | Defensive Posture |
talent | Premonition |
talent | Living Lightning |
talent | Body of Fire |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3610. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 291 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 14 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Quiver | ![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+1 eff.) Dmg.mod +3% nature +9% fire Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +6% nature +9% fire Phys.save +15 (+4 eff.) Max.HP +56.00 Heal.mod +24% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Defense +25 (+9 eff.) Resists +9% blight +9% light +24% lightning Phys.save +19 (+5 eff.) Mind.save +18 (+4 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 9 cooldown 100% to heal for 110. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +30 (+4 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +15% lightning +6% mind +3% arcane +7% all Res.pen +20% mind +10% arcane ----- def ----- Resists +6% mind +30% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +16 (+2 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +25% lightning +9% fire +7% all Res.pen +15% blight +15% fire +20% lightning ----- def ----- Resists +41% lightning Max.HP +81.00 HP.reg +17.00 Heal.mod +18% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 28 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +20% Crit.mult +43.41% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +9% physical On Hit (Melee): * 23 arcane resource burn ----- def ----- Resists +6% acid Crit.dmg- 17.56% Spell.save +15 (+4 eff.) HP.reg +4.68 Heal.mod +15% Confus- +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +16 (+2 eff.) Dmg.mod +12% blight Res.pen +20% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +14 (+4 eff.) Spell.save +14 (+4 eff.) Max.HP +63.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +2 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 105% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 22 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 39.13 acid and 36.01 blight damage. If not cleared after five turns it will inflict 204.48 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +6% Crit.mult +47.00% Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+1 eff.) Dmg.mod +11% arcane Res.pen +15% arcane Acc +13 (+4 eff.) Apr +19 ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +12% nature Spell.save +13 (+4 eff.) Stealth +14 ---------- misc Max.mana +169.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +8 Dex +12 Mag +13 Wil +8 Cun dps ---------- Phys.pwr +32 (+4 eff.) Spell.pwr +19 (+3 eff.) S.pwr/crit +7 Mov.spd +15% Dmg.mod +50% lightning +46% physical +15% light +24% cold Acc +20 (+6 eff.) ----- def ----- Resists +6% acid +24% physical +14% cold +15% lightning +15% all Ignore.dmg +8% Affinity +20% lightning Silence- +50% ---------- misc Stam/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 136.23 physical damage and 192.86 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 749 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 9 Travel.spd 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 41% all resistance, you move 53% faster, and you are invisible (power 26). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1462% for 10 turns (73 total) and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 121 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 28 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +6 Mag dps ---------- S.pwr/crit +5 Dmg.mod +9% mind Res.pen +10% mind Apr +1 ----- def ----- Armour +7 Defense +25 (+9 eff.) Resists +9% mind Res.Cap +6% all Phys.save +33 (+9 eff.) Heal.mod +26% Cut- +80% ---------- misc Mana/turn +0.44 Max.mana +51.00 Heal: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 348 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +6 Defense +25 (+9 eff.) HP.reg +4.08 Blind- +20% Pinning- +20% ---------- misc See.Invis +24 Masteries +0.38 Spell/Advanced-golemancy Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 870.59 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Crit.mult +35.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +10 Dmg.mod +6% mind Acc +8 (+2 eff.) Apr +12 Melee Ret 10 mind ----- def ----- Mind.save +18 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +30 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 410 strength, based on Magic) for 5 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 17 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 39 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Wil +5 Con dps ---------- Mind.crit +2% Crit.mult +18.00% Spell.pwr +14 (+2 eff.) Dmg.mod +14% blight +9% fire Res.pen +15% mind Melee Ret 8 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% cold +29% fire +9% temporal Phys.save +17 (+5 eff.) Max.HP +57.00 HP.reg +11.00 ---------- misc Max.hate +6.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +10 Dex +5 Mag +7 Wil +3 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +7% lightning Res.pen +10% temporal Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Str +8 Dex +3 Wil +9 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +15% blight +18% physical Res.pen +20% physical Melee Ret 10 blight ----- def ----- Fatigue -9% HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +19 Cun +10 Con dps ---------- Mov.spd +10% Dmg.mod +9% fire Res.pen +15% light Melee Ret 4 light ----- def ----- Armour +8 Defense +10 (+4 eff.) Fatigue -9% Resists +3% acid +21% fire +6% temporal Res.Cap +7% all Phys.save +27 (+7 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.50 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +7 Mag +8 Wil dps ---------- Spell.pwr +15 (+3 eff.) Res.pen +26% darkness +25% acid ----- def ----- Armour +18 Resists +3% darkness +18% acid Silence- +50% ---------- misc Mana/turn +0.38 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +25 (+3 eff.) Res.pen +25% physical Apr +3 On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- HP.reg +4.00 Stun/Frz- +32% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +8 Mag +10 Wil +13 Cun dps ---------- Spell.pwr +15 (+3 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +38% acid +21% fire +30% lightning +29% cold Phys.save +3 (+1 eff.) Cut- +10% Disarm- +20% Confus- +27% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 188.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 18 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +11 Wil dps ---------- Mind.crit +5% Crit.mult +15.00% Dmg.mod +15% cold Res.pen +20% acid ----- def ----- Resists +12% cold Mind.save +14 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+12 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Fatigue -7% Spell.save +6 (+2 eff.) Mind.save +9 (+2 eff.) HP.reg +5.00 Confus- +29% Stun/Frz- +41% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +30 Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +11% Spell.pwr +40 (+7 eff.) Dmg.mod +19% lightning +15% fire Res.pen +34% arcane Phasing +40% ----- def ----- Resists +38% lightning +27% acid Spell.save +21 (+6 eff.) ---------- misc Mana/s.crit +2.69 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% nature +25% lightning Melee Ret 8 lightning ----- def ----- Mind.save +28 (+7 eff.) HP.reg +6.00 Confus- +45% Stun/Frz- +40% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil +12 Mag dps ---------- Spell.crit +5% Spell.pwr +30 (+5 eff.) Melee+ 34 light Ranged+ 34 light Dmg.mod +27% light +6% arcane Melee Ret 6 blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 28 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Dex +8 Mag +9 Cun +7 Con dps ---------- Dmg.mod +12% cold Acc +15 (+5 eff.) ----- def ----- Resists +12% cold Spell.save +16 (+4 eff.) Max.HP +84.00 HP.reg +16.00 Heal.mod +19% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 429.86 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +11 (+2 eff.) Acc +14 (+4 eff.) Apr +10 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight +24% cold +12% arcane Res.pen +20% arcane ----- def ----- Resists +12% blight +24% cold +5% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +15 (+4 eff.) Max.HP +61.00 HP.reg +17.00 Heal.mod +16% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +9 Mag +9 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee+ 40 light Ranged+ 40 light Dmg.mod +20% light +6% cold Melee Ret 6 temporal On Hit (Melee): * 21% chance to reduce all saves and defense by 35 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% mind Max.HP +44.00 Disarm- +48% Pinning- +50% Knockbk- +50% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +8 physical +28 fire On Hit: 20% Curse of Vulnerability 5 On Hit: * 23% chance to reduce all saves and defense by 35 While equipped: dps ---------- Phys.crit +21.0% Crit.mult +44.00% Dmg.mod +9% mind Apr +21 ----- def ----- Armour +4 Resists +12% acid Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Arcane Power 37.0 - 48.1 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +40% On Hit.r1 +19 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +20 (+3 eff.) S.pwr/crit +12 Dmg.mod +27% mind Res.pen +33% blight +30% arcane ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Vim/s.crit +2.65 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 35% Str, 50% Mag 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con dps ---------- Dmg.mod +1% all ----- def ----- Resists +1% all ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 50% Mag, 125% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +35 lightning On Hit.r1 +4 darkness While equipped: dps ---------- Dmg.mod +29% lightning +64% temporal +45% physical Res.pen +26% physical +44% temporal ----- def ----- Armour +2 Resists +3% lightning +18% darkness Crit.dmg- 15.00% Spell.save +6 (+2 eff.) Disarm- +20% ---------- misc Cooldown Arrow Stitching -2 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 105.30 arcane and 89.70 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+4 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Normal] Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +20 darkness On Hit: * 26% chance to reduce damage dealt by 29% While equipped: Stats +7 Str +6 Dex +7 Mag +7 Wil +7 Cun +7 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 19 lightning Dmg.mod +19% lightning +15% physical +12% darkness +15% fire +13% cold +15% acid Res.pen +20% lightning +10% physical +10% fire +10% cold +10% acid ----- def ----- Resists +23% lightning +9% darkness +3% blight Heal.mod +30% Heal/summ +87 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 14.0 - 15.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +21% lightning +21% fire +12% physical +21% cold Res.pen +20% physical Apr +4 ----- def ----- Defense +30 (+10 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 16.5 - 18.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +16.0% Atk.spd 100% Melee+ +4 cold On Hit.r1 +4 cold On Hit: * 20% chance to slow global speed by 63% * 15% chance to reduce armor by 47% While equipped: Stats +1 Mag dps ---------- Mind.crit +5% Mind.pwr +57 (+13 eff.) All.spd +10% Melee+ 19 fire Dmg.mod +20% fire Res.pen +20% fire ----- def ----- Resists +20% fire ---------- misc Max.mana +131.53 Max.psi +20.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Normal] Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 110 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +15 (+2 eff.) Spell.pwr +28 (+5 eff.) Dmg.mod +30% arcane +6% light Acc +13 (+4 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +12 (+4 eff.) Resists +6% temporal +3% nature +3% light Spell.save +6 (+2 eff.) HP.reg +1.70 Heal.mod +28% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 272.17 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. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 5.2 Pwr.cost 5 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 112% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. This item has been sent to the Item's Vault. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +26 (+5 eff.) Melee+ 27 fire Dmg.mod +3% mind +40% lightning Res.pen +15% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal ---------- misc See.Invis +17 Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 51.0 - 81.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +54 fire On Crit: * Wound the target dealing 398 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +21 (+3 eff.) All.spd +10% Res.pen +24% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Psionic Power 54.0 - 86.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +19 Str +19 Dex +19 Mag +19 Wil +19 Cun +17 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Normal] Power 55.0 - 88.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 cold ----- def ----- Resists +5% arcane +9% cold Max.HP +41.00 HP.reg +2.00 Silence- +20% Teleport- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 16 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 270.05 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 799.80 cold damage and condensing the air into freezing vapors that deal 266.60 cold damage (based on Magic) each turn for 10 turns. Uses 17 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+4 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 28 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +11 Str +3 Mag +3 Wil dps ---------- Acc +49 (+15 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue -6% Resists +2% physical Max.HP +62.00 ---------- misc Max.stam +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 28 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 9 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +21% Spell.pwr +56 (+10 eff.) Dmg.mod +22% temporal +26% arcane +19% all Acc +20 (+6 eff.) Apr +4 ----- def ----- Resists +6% acid +12% fire +3% darkness +15% all Pinning- +10% ---------- misc Mana/turn +0.37 Max.mana +200.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Spell.pwr +8 (+1 eff.) Dmg.mod +14% light +30% darkness +12% mind ----- def ----- Armour +2 Defense +20 (+7 eff.) Resists +16% darkness +28% mind +15% all Phys.save +16 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +37 (+9 eff.) Cut- +10% Teleport- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Spell.pwr +13 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +9% mind +6% temporal Res.pen +5% temporal +8% physical Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +14 (+5 eff.) Resists +6% mind Evasion: (Instant) Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 18 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +42 (+7 eff.) ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +2% physical Phys.save +6 (+2 eff.) Heal.mod +20% Blind- +20% Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Mag +11 Wil +6 Cun +3 Con dps ---------- Spell.crit +8% Dmg.mod +6% nature Apr +3 ----- def ----- Armour +15 Resists +13% acid +11% fire +11% lightning +15% cold Phys.save +14 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Mana/turn +0.49 Max.mana +33.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 17 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 49.60 blight damage and is poisoned for 198.39 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Mind.crit +1% Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Resists +19% lightning +8% temporal Silence- +30% Confus- +20% Stun/Frz- +25% ---------- misc Hate/m.crit +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 11 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 70% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 60% Mag 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 156.62 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 60% Str, 50% Mag 30% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +8.0% Res.pen +34% lightning Acc +20 (+6 eff.) On Hit (Melee): * 27% chance to reduce all saves and defense by 35 ----- def ----- Armour +5 Fatigue +5% Resists +43% mind +7% arcane Crit.dmg- 20.40% Mind.save +30 (+7 eff.) Max.HP +136.01 Disarm- +27% Confus- +46% Def/telep +20 Res/telep +20% Dur/telep +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Dex +8 Wil dps ---------- Phys.pwr +35 (+4 eff.) Apr +9 ----- def ----- Armour +5 Defense +20 (+7 eff.) Fatigue +5% Resists +25% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 55 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 156.62 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +10% Crit.mult +16.00% Phys.pwr +10 (+1 eff.) Res.pen +20% acid Apr +7 ----- def ----- Defense +20 (+7 eff.) Resists +6% acid +6% mind +3% lightning Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+3 eff.) Max.HP +73.00 Pinning- +21% ---------- misc Max.mana +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% physical Apr +11 ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +3% physical Phys.save +15 (+4 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 55 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Apr +2 ----- def ----- Resists +3% temporal Crit.dmg- 15.00% Phys.save +3 (+1 eff.) Max.HP +40.00 ---------- misc Light +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. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight Res.pen +25% fire Melee Ret 4 arcane 22 fire ----- def ----- Resists +7% fire Spell.save +15 (+4 eff.) ---------- misc Mana/turn +0.12 Max.mana +100.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +7% cold +7% temporal Max.HP +52.00 Def/telep +13 Res/telep +13% Dur/telep +21% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 11 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Resists +12% lightning +6% temporal Blast the opponent's mind dealing 400 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to heal for 94. 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% light +24% blight Res.pen +32% blight ----- def ----- Resists +18% blight Crit.dmg- 19.50% ---------- misc Light +4 Blast the opponent's mind dealing 613 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +3% S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ---------- misc Mana/turn +0.16 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 623 physical damage Puts all charms on 9 cooldown 100% to gain a 29% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 49% for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Spell.pwr +32 (+6 eff.) Res.pen +10% lightning Melee Ret 2 blight ---------- misc Mana/s.crit +1.00 Sting an enemy dealing 479 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to heal for 85. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% acid Res.pen +10% acid +10% mind +20% light ---------- misc Psi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By The Wellspring Alchemist the Ogre Alchemist level 33
2nd Dusk 123rd year of Ascendancy at 22:51 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
3rd Flare 124th year of Ascendancy at 04:56 see stats
By The Wellspring Alchemist the Ogre Alchemist level 32
3rd Flare 123rd year of Ascendancy at 03:21 see stats
By The Wellspring Alchemist the Ogre Alchemist level 43
45th Regrowth 124th year of Ascendancy at 19:37 see stats
By The Wellspring Alchemist the Ogre Alchemist level 36
30th Dusk 123rd year of Ascendancy at 00:35 see stats
By The Wellspring Alchemist the Ogre Alchemist level 42
22nd Regrowth 124th year of Ascendancy at 08:25 see stats
By The Wellspring Alchemist the Ogre Alchemist level 10
6th Dusk 122nd year of Ascendancy at 20:15 see stats
By The Wellspring Alchemist the Ogre Alchemist level 34
26th Dusk 123rd year of Ascendancy at 02:38 see stats
By The Wellspring Alchemist the Ogre Alchemist level 40
53rd Haze 123rd year of Ascendancy at 00:36 see stats
By The Wellspring Alchemist the Ogre Alchemist level 30
46th Regrowth 123rd year of Ascendancy at 00:16 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
36th Dusk 124th year of Ascendancy at 08:16 see stats
By The Wellspring Alchemist the Ogre Alchemist level 22
20th Haze 122nd year of Ascendancy at 11:51 see stats
By The Wellspring Alchemist the Ogre Alchemist level 32
44th Pyre 123rd year of Ascendancy at 23:21 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
7th Dusk 124th year of Ascendancy at 13:51 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
38th Pyre 124th year of Ascendancy at 01:27 see stats
By The Wellspring Alchemist the Ogre Alchemist level 33
8th Dusk 123rd year of Ascendancy at 09:20 see stats
By The Wellspring Alchemist the Ogre Alchemist level 24
24th Haze 122nd year of Ascendancy at 07:52 see stats
By The Wellspring Alchemist the Ogre Alchemist level 10
5th Mirth 122nd year of Ascendancy at 05:54 see stats
By The Wellspring Alchemist the Ogre Alchemist level 20
4th Haze 122nd year of Ascendancy at 12:45 see stats
By The Wellspring Alchemist the Ogre Alchemist level 30
37th Regrowth 123rd year of Ascendancy at 15:14 see stats
By The Wellspring Alchemist the Ogre Alchemist level 40
35th Haze 123rd year of Ascendancy at 06:32 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
37th Pyre 124th year of Ascendancy at 02:32 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
5th Dusk 124th year of Ascendancy at 15:53 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
32nd Dusk 124th year of Ascendancy at 19:44 see stats
By The Wellspring Alchemist the Ogre Alchemist level 30
14th Pyre 123rd year of Ascendancy at 11:50 see stats
By The Wellspring Alchemist the Ogre Alchemist level 48
79th Regrowth 124th year of Ascendancy at 08:28 see stats
By The Wellspring Alchemist the Ogre Alchemist level 40
9th Allure 124th year of Ascendancy at 16:58 see stats
By The Wellspring Alchemist the Ogre Alchemist level 19
3rd Haze 122nd year of Ascendancy at 22:08 see stats
By The Wellspring Alchemist the Ogre Alchemist level 35
26th Dusk 123rd year of Ascendancy at 14:42 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
36th Dusk 124th year of Ascendancy at 08:14 see stats
By The Wellspring Alchemist the Ogre Alchemist level 10
7th Mirth 122nd year of Ascendancy at 06:26 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
5th Dusk 124th year of Ascendancy at 16:11 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
36th Dusk 124th year of Ascendancy at 08:16 see stats
By The Wellspring Alchemist the Ogre Alchemist level 49
5th Pyre 124th year of Ascendancy at 04:20 see stats
By The Wellspring Alchemist the Ogre Alchemist level 10
8th Mirth 122nd year of Ascendancy at 20:21 see stats
By The Wellspring Alchemist the Ogre Alchemist level 37
6th Haze 123rd year of Ascendancy at 15:21 see stats
By The Wellspring Alchemist the Ogre Alchemist level 24
36th Haze 122nd year of Ascendancy at 01:16 see stats
By The Wellspring Alchemist the Ogre Alchemist level 19
4th Haze 122nd year of Ascendancy at 11:22 see stats
By The Wellspring Alchemist the Ogre Alchemist level 50
36th Dusk 124th year of Ascendancy at 08:06 see stats
By The Wellspring Alchemist the Ogre Alchemist level 32
2nd Flare 123rd year of Ascendancy at 17:45 see stats
Log
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Today is the 40th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
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Today is the 41st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
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Today is the 42nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
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There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 43rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
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There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
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Saving done.
You carry too much--you are encumbered!
Drop some of your items.
Saving game...
You transfer elven-silk robe (0 def, 0 armour) from the online item's vault.
Saving done.
Saving game...
You transfer voratun plate armour (0 def, 16 armour) from the online item's vault.
Saving done.
The raging fire around The Wellspring Alchemist calms down and disappears.