










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verbose Crystal Resonance 1.7.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.7.4This 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 Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Paradox Mage |
Level / Exp | 48 / 88% |
Size | big |
Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 48 on the 13rd Regrowth 125th year of Ascendancy at 00:25 / 1 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 19 (base 16) |
Constitution | 67 (base 60) |
Magic | 106 (base 60) |
Willpower | 85 (base 60) |
Cunning | 18 (base 10) |
Resources
Life | -123/1432 |
Mana | 637/757 |
Paradox | 377 |
Vim | 288/288 |
Healing Factor | 1.3635014349577 |
Regeneration | 5.7948810985702 |
Speed
Mental | +9.9548371190398% |
Attack | +9.9548371190398% |
Movement | -2.2204460492503E-14% |
Spell | +9.9548371190398% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 72 |
Accuracy | 20 |
Crit Chance | 5% |
APR | 17 |
Speed | 0.91 |
Offense: Spell
Spellpower | 84 |
Crit Chance | 31% |
Speed | 0.90946430934855 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 5% |
Speed | 0.90946430934855 |
Offense: Damage Bonus
Temporal | +88% |
Darkness | +57% |
Light | +41% |
All | +18% |
Offense: Damage Penetration
Blight | +35% |
Darkness | +35% |
Temporal | +65% |
All | +25% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 56 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 40%( 70%) |
Nature | + 34%( 70%) |
Temporal | + 57%( 80%) |
Blight | + 51%( 70%) |
Darkness | + 49%( 70%) |
Acid | + 32%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Teleport Resistance | 100% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 87% |
Poison Resistance | 12% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 185 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 736 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Inflicts 921.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Chronomancy / Timeline Threading | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 10%. 1 Time Dilation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)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 Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Paradoxx. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 958. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * You've found the needed multi-hued wyrm scale. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed mummified bone. * You've found the needed orc heart. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +3% Silence- +26% Confus- +25% Stun/Frz- +26% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 48.25 cold damage and 48.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +6 Fatigue +4% Resists +8% blight +12% darkness +6% acid Mind.save +10 (+4 eff.) Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 387.28 temporal and 323.42 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +3% lightning +3% temporal Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +3 (+1 eff.) Max.HP +20.00 HP.reg +4.00 Confus- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +9% nature +5% blight Mind.save +8 (+3 eff.) Poison- +12% Disease- +10% Confus- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Temporal Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
On hands | ![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +4 Wil +2 Cun dps ---------- Spell.crit +8% Spell.pwr +42 (+8 eff.) S.pwr/crit +5 Dmg.mod +23% light +19% darkness +16% all Res.pen +10% blight ----- def ----- Resists +20% blight +15% all Silence- +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 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 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.4 Pwr.cost 50 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 5 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. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +6 (+3 eff.) Apr +13 ----- def ----- Resists +15% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% cold Melee Ret 8 acid 8 darkness ----- def ----- Resists +3% cold Mind.save +7 (+3 eff.) Confus- +11% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +14% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +15% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 7 light 7 darkness Dmg.mod +6% light +8% darkness On Melee Ret: * 7% chance to blind * 7% chance to reduce damage dealt by 22% ----- def ----- Mind.save +8 (+3 eff.) Confus- +12% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +12% lightning +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +24% lightning +3% darkness Crit.chn- 5.00% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +7 Mag dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 13 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +26% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+3 eff.) Blind- +24% ---------- misc Infravis +4 See.Stealth +12 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% blight ----- def ----- Fatigue -6% Resists +9% acid +3% fire Phys.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Blind- +20% Disease- +10% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +9% nature +7% blight HP.reg +3.00 Poison- +16% Disease- +15% Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +7 Mag dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +37% ---------- misc Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+4 eff.) Blind- +36% ---------- misc Infravis +4 See.Stealth +14 See.Invis +17 Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 30.0 - 39.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +20 light On Hit.r1 +16 arcane While equipped: dps ---------- Dmg.mod +30% fire Res.pen +10% physical Acc +17 (+8 eff.) Apr +12 ----- def ----- Resists +9% light +18% fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+8 eff.) Res.pen +30% physical Acc +8 (+4 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +34% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 65.0 - 97.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Disease- +38% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 69.5 - 104.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% all Acc +24 (+12 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 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 10 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. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Disrupt/Master Power 65.5 - 104.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +31% Unnatural While equipped: Stats +6 Wil dps ---------- Dmg.mod +3% nature Res.pen +17% physical Acc +41 (+20 eff.) Apr +17 ----- def ----- Armour +6 Defense +19 (+5 eff.) Resists +9% acid +9% darkness Die.at -40.00 life Disarm- +59% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +9 Str dps ---------- Phys.pwr +15 (+8 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 40 [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+9 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +5.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Crit.mult +2.00% Dmg.mod +5% blight +8% all ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 While equipped: Stats +4 Dex +12 Wil +12 Con dps ---------- Spell.pwr +30 (+6 eff.) Phys.spd +10% Dmg.mod +18% blight Acc +16 (+8 eff.) ----- def ----- Max.HP +84.00 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +9 Str +9 Dex +5 Mag +8 Wil +8 Cun +9 Con Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 59.81 to 179.44 lightning damage (119.63 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+5 eff.) Dmg.mod +20% cold +20% fire Res.pen +12% cold +12% fire ----- def ----- Armour +4 Resists +20% cold +20% fire +4% all Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +14.00% Mind.pwr +10 (+3 eff.) Melee+ 17 physical Dmg.mod +10% nature +20% physical Res.pen +10% nature +15% physical ----- def ----- Resists +12% lightning +20% physical +3% darkness +3% temporal +13% nature +3% light ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +39 (+7 eff.) S.pwr/crit +7 Dmg.mod +12% nature +30% fire Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce armor by 46% * 10% chance to slow global speed by 54% * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +6% nature ---------- misc Mana/turn +0.34 Vim/s.crit +6.00 Max.vim +39.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning ----- def ----- Armour +10 Defense +10 (+2 eff.) ---------- misc Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Mind.crit +3% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire Melee Ret 8 mind ----- def ----- Armour +6 Hardiness +6% Resists +3% mind Phys.save +5 (+2 eff.) ---------- misc Mana/turn +0.10 Psi/ret +0.12 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +17 Wil +13 Cun dps ---------- Spell.crit +5% Crit.mult +26.00% Spell.pwr +22 (+4 eff.) S.pwr/crit +8 Melee+ 34 fire Dmg.mod +30% darkness ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +28 (+5 eff.) S.pwr/crit +8 Melee+ 35 fire Dmg.mod +30% acid ---------- misc See.Invis +9 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 48.04 to 57.64 acid damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +23.00% Spell.pwr +17 (+3 eff.) Melee+ 26 fire Dmg.mod +25% fire ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc See.Invis +17 Wards +2 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +30% light ----- def ----- Defense +8 (+2 eff.) HP.reg +1.50 Heal.mod +16% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 156.12 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 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +21 (+4 eff.) Melee+ 26 arcane Dmg.mod +30% fire ----- def ----- Armour +12 Defense +8 (+2 eff.) ---------- misc Max.mana +46.00 Wards +3 fire Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +23 (+4 eff.) Melee+ 32 arcane Dmg.mod +30% lightning ----- def ----- Armour +9 Defense +6 (+1 eff.) ---------- misc Max.mana +74.00 Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +31 (+6 eff.) S.pwr/crit +9 Melee+ 33 arcane Dmg.mod +30% fire ---------- misc Max.mana +57.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 48.04 to 57.64 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Phys.pwr +10 (+5 eff.) Spell.pwr +23 (+4 eff.) Dmg.mod +30% lightning Acc +11 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +14 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 48.5 - 67.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 219 damage over 5 turns and reducing armor and accuracy by 28 One-handed war axes. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Phys.spd +10% ----- def ----- Defense +12 (+3 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 199.47 physical damage, and inflicting bleeding for another 99.74 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% acid +9% fire Res.pen +20% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +12% fire Phys.save +16 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +10 Mag +7 Wil +4 Cun dps ---------- Phys.crit +13.0% Spell.crit +5% Mind.crit +6% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Resists +9% lightning +9% temporal Stealth +8 ---------- misc T.Disarm +17 Infravis +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +26% Summoned ----- def ----- Resists +10% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +10 Mag +6 Wil dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.10 Max.mana +33.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.18 Max.mana +25.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +11% darkness +17% temporal Phys.save +9 (+3 eff.) Def/telep +16 Res/telep +12% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +6 (+1 eff.) Phys.save +11 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +7 (+3 eff.) Apr +9 ----- def ----- Armour +7 Defense +8 (+2 eff.) Phys.save +21 (+7 eff.) Spell.save +23 (+7 eff.) Mind.save +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+0 eff.) Resists +10% darkness +15% temporal Mind.save +7 (+3 eff.) Def/telep +13 Res/telep +11% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +7 (+2 eff.) Resists +15% cold +19% light +13% fire Stealth +9 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 (+2 eff.) Resists +10% lightning +10% fire +10% cold +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 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 +3 Wil +5 Mag dps ---------- Spell.pwr +23 (+4 eff.) Dmg.mod +20% physical +20% temporal Res.pen +20% physical +20% temporal Melee Ret 10 temporal 20 physical ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% physical +10% temporal +13% all Temporal Reprieve: Level 1.3 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 2 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 +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +3 Wil dps ---------- Spell.pwr +11 (+2 eff.) S.pwr/crit +4 Dmg.mod +16% physical +27% temporal Res.pen +11% physical +8% temporal ----- def ----- Resists +15% all Anom.red +11 Silence- +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +8% physical +16% temporal +26% cold Res.pen +13% temporal +15% physical ----- def ----- Resists +15% all +39% cold Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +6 Mag +7 Wil dps ---------- Dmg.mod +10% lightning +11% physical +16% nature +7% cold ----- def ----- Resists +10% lightning +1% physical +9% acid +12% blight +11% cold +24% nature +15% all Phys.save +6 (+2 eff.) Max.HP +48.00 HP.reg +2.70 Heal.mod +23% Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +12 (+2 eff.) S.pwr/crit +5 ----- def ----- Resists +15% all Silence- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +16% lightning +23% physical +10% darkness Res.pen +13% darkness +16% physical ----- def ----- Resists +24% lightning +15% all ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +21 (+4 eff.) S.pwr/crit +5 ----- def ----- Resists +15% all Spell.save +21 (+6 eff.) Silence- +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+1 eff.) Dmg.mod +13% acid +14% physical +10% light +14% fire +10% darkness +8% cold ----- def ----- Resists +13% acid +13% physical +14% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +8 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +9 Defense +11 (+3 eff.) Resists +12% darkness +14% light +15% all Phys.save +21 (+7 eff.) Max.HP +50.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.crit +4% Spell.pwr +16 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% arcane +12% temporal ----- def ----- Resists +13% all Silence- +37% ---------- misc Max.mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+6 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 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. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +12% fire +8% cold ---------- misc Stam/turn +1.20 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +25% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag ----- def ----- Armour +7 Fatigue +5% Resists +6% light +8% darkness Mind.save +10 (+4 eff.) Max.HP +56.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 139.54 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +6.0% Dmg.mod +20% darkness +18% cold ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +30% darkness +21% cold Die.at -60.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str ----- def ----- Armour +9 Fatigue +3% Resists +6% cold +3% temporal +5% arcane +9% darkness Phys.save +9 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+5 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Ego++] Nature While equipped: Stats +5 Str +5 Wil +4 Cun dps ---------- Phys.pwr +7 (+4 eff.) Acc +8 (+4 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +5% Resists +12% physical Phys.save +7 (+2 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Wil +3 Cun dps ---------- Phys.pwr +8 (+4 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Armour +10 Defense +25 (+6 eff.) Fatigue +12% Resists +6% acid +28% cold Mind.save +10 (+4 eff.) Die.at -40.00 life Max.HP +67.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Master While equipped: Stats +11 Str +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% darkness +9% physical Max.HP +63.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +15% blight +19% fire +17% nature Max.HP +52.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Melee+ 16 acid 18 nature On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +15% acid +18% nature ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +6 Str dps ---------- Apr +10 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) 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 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +1 Cun +4 Con dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +6% darkness ----- def ----- Resists +9% darkness Crit.chn- 10.00% Mind.save +8 (+3 eff.) ---------- misc Light +9 See.Stealth +13 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +13% all Apr +9 ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 294.95 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +48.00 Blind- +36% Confus- +20% ---------- misc Light +10 See.Stealth +15 See.Invis +12 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal 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 20 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] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 245.27 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. This item has been sent to the Item's Vault. |
![]() 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 736.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master Power 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +26.0% Capacity 23 Proj.spd +200% On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Arcane/Master Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 23 On Hit: * Create an explosion dealing 159 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 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 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Cun dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +5% arcane Blind- +20% Silence- +10% Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Str +6 Cun +3 Con dps ---------- Dmg.mod +9% acid Res.pen +25% acid ---------- misc Infravis +3 See.Invis +18 Fire a magical bolt dealing 560 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 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 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Paradoxx the Ogre Paradox Mage level 36
38th Regrowth 124th year of Ascendancy at 22:42 see stats
By Paradoxx the Ogre Paradox Mage level 32
53rd Haze 123rd year of Ascendancy at 23:10 see stats
By Paradoxx the Ogre Paradox Mage level 35
24th Regrowth 124th year of Ascendancy at 20:08 see stats
By Paradoxx the Ogre Paradox Mage level 23
53rd Regrowth 123rd year of Ascendancy at 03:41 see stats
By Paradoxx the Ogre Paradox Mage level 38
52nd Pyre 124th year of Ascendancy at 16:19 see stats
By Paradoxx the Ogre Paradox Mage level 41
19th Haze 124th year of Ascendancy at 01:50 see stats
By Paradoxx the Ogre Paradox Mage level 38
49th Pyre 124th year of Ascendancy at 13:29 see stats
By Paradoxx the Ogre Paradox Mage level 32
79th Dusk 123rd year of Ascendancy at 03:30 see stats
By Paradoxx the Ogre Paradox Mage level 34
20th Regrowth 124th year of Ascendancy at 19:02 see stats
By Paradoxx the Ogre Paradox Mage level 40
57th Dusk 124th year of Ascendancy at 10:05 see stats
By Paradoxx the Ogre Paradox Mage level 15
14th Haze 122nd year of Ascendancy at 09:01 see stats
By Paradoxx the Ogre Paradox Mage level 39
1st Dusk 124th year of Ascendancy at 21:41 see stats
By Paradoxx the Ogre Paradox Mage level 37
4th Pyre 124th year of Ascendancy at 23:41 see stats
By Paradoxx the Ogre Paradox Mage level 33
2nd Decay 123rd year of Ascendancy at 09:25 see stats
By Paradoxx the Ogre Paradox Mage level 37
4th Pyre 124th year of Ascendancy at 20:25 see stats
By Paradoxx the Ogre Paradox Mage level 32
69th Haze 123rd year of Ascendancy at 07:32 see stats
By Paradoxx the Ogre Paradox Mage level 17
44th Haze 122nd year of Ascendancy at 02:08 see stats
By Paradoxx the Ogre Paradox Mage level 24
12nd Pyre 123rd year of Ascendancy at 15:09 see stats
By Paradoxx the Ogre Paradox Mage level 29
48th Dusk 123rd year of Ascendancy at 01:06 see stats
By Paradoxx the Ogre Paradox Mage level 40
17th Haze 124th year of Ascendancy at 05:06 see stats
By Paradoxx the Ogre Paradox Mage level 17
44th Haze 122nd year of Ascendancy at 19:19 see stats
By Paradoxx the Ogre Paradox Mage level 42
19th Haze 124th year of Ascendancy at 10:07 see stats
By Paradoxx the Ogre Paradox Mage level 43
38th Haze 124th year of Ascendancy at 16:55 see stats
By Paradoxx the Ogre Paradox Mage level 31
61st Dusk 123rd year of Ascendancy at 07:55 see stats
By Paradoxx the Ogre Paradox Mage level 10
43rd Dusk 122nd year of Ascendancy at 06:12 see stats
By Paradoxx the Ogre Paradox Mage level 20
53rd Haze 122nd year of Ascendancy at 13:28 see stats
By Paradoxx the Ogre Paradox Mage level 30
50th Dusk 123rd year of Ascendancy at 00:07 see stats
By Paradoxx the Ogre Paradox Mage level 40
55th Dusk 124th year of Ascendancy at 19:26 see stats
By Paradoxx the Ogre Paradox Mage level 28
40th Pyre 123rd year of Ascendancy at 14:52 see stats
By Paradoxx the Ogre Paradox Mage level 38
51st Pyre 124th year of Ascendancy at 18:25 see stats
By Paradoxx the Ogre Paradox Mage level 22
27th Regrowth 123rd year of Ascendancy at 00:47 see stats
By Paradoxx the Ogre Paradox Mage level 37
36th Pyre 124th year of Ascendancy at 06:19 see stats
By Paradoxx the Ogre Paradox Mage level 5
1st Mirth 122nd year of Ascendancy at 01:50 see stats
By Paradoxx the Ogre Paradox Mage level 32
53rd Haze 123rd year of Ascendancy at 23:10 see stats
By Paradoxx the Ogre Paradox Mage level 23
4th Pyre 123rd year of Ascendancy at 15:38 see stats
By Paradoxx the Ogre Paradox Mage level 31
78th Dusk 123rd year of Ascendancy at 08:54 see stats
By Paradoxx the Ogre Paradox Mage level 26
31st Pyre 123rd year of Ascendancy at 14:29 see stats
By Paradoxx the Ogre Paradox Mage level 16
39th Haze 122nd year of Ascendancy at 08:27 see stats
By Paradoxx the Ogre Paradox Mage level 35
24th Regrowth 124th year of Ascendancy at 01:58 see stats
By Paradoxx the Ogre Paradox Mage level 4
78th Pyre 122nd year of Ascendancy at 04:28 see stats
Log
Paradoxx hits Something for 49 braided , 31 braided (81 total damage).
Talent Temporal Bolt is ready to use.
Talent Rethread is ready to use.
Paradoxx receives 116 healing from Temporal Restoration Field.
Paradoxx damages Vor, Grand Geomancer of the Pride through the Braid!
Paradoxx hits Vor, Grand Geomancer of the Pride for 65 braided , 52 braided (117 total damage).
Ran for 2 turns (stop reason: hostile spotted to the southwest (Vor, Grand Geomancer of the Pride)).
Paradoxx casts Time Skip.
Vor, Grand Geomancer of the Pride resists!
Vor, Grand Geomancer of the Pride casts Fireflash.
Paradoxx hits Vor, Grand Geomancer of the Pride for 382 temporal damage.
Talent Webs of Fate is ready to use.
Paradoxx receives 116 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride casts Flame.
Paradoxx casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Paradoxx become impervious to physical effects.
Paradoxx is on fire!
Vor, Grand Geomancer of the Pride hits Paradoxx for 202 fire damage.
Vor, Grand Geomancer of the Pride casts Freeze.
Paradoxx resists!
Paradoxx receives 116 healing from Temporal Restoration Field.
Burning from Vor, Grand Geomancer of the Pride hits Paradoxx for 74 fire damage.
Vor, Grand Geomancer of the Pride hits Paradoxx for 475 cold damage.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride's Fireflash hits Paradoxx for 510 fire damage.
Paradoxx the level 48 ogre paradox mage was boiled to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.