


















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.7.0Donators/Buyers bonus! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Improved Adventurer 1.7.2Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Necro NegLife+ 1.7.2Makes a couple of tweaks to Necromancer to make it less prone to accumulating disproportionate amounts of positive life, thus helping its 0-life threshold gimmicks retain relevance: Blurred Mortality now converts half of your maximum life bonus from Constitution to negative death threshold, retroactively. This is a relatively minor change, but it will at least stop Constitution from giving a greater proportion of positive life to negative life per point at high levels. Lichform will convert half of the maximum life you gain from levelling up after transforming to negative death threshold (non-retroactively). Instead of drastically increasing the proportion of positive life to negative life to the point where the latter is practically dwarfed and never encountered outside of extreme situations, Lichform will now cause you to break perfectly even, and in most cases will in fact slow the rate at which you gain positive life. (Credit to GlassGo on the forums for suggesting this behaviour!) These tweaks will likely cause some level of disruption to Necromancer's power balancing, so any feedback given on the forums towards further polishing would be appreciated. Enjoy! High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 50 / 7080% |
Size | big |
Lifes / Deaths | Killed by El Presidente at level 36 on the 39th Haze 122nd year of Ascendancy at 11:22 -13 / 8Killed by Abasdem the krog at level 39 on the 20th Regrowth 123rd year of Ascendancy at 02:35 Killed by Abasdem the krog at level 39 on the 20th Regrowth 123rd year of Ascendancy at 03:43 Killed by Abasdem the krog at level 39 on the 20th Regrowth 123rd year of Ascendancy at 04:59 Killed by El Presidente at level 39 on the 20th Regrowth 123rd year of Ascendancy at 04:59 Killed by Aerariawyn the faeros at level 44 on the 14th Pyre 123rd year of Ascendancy at 20:07 Killed by shade of naga myrmidon at level 50 on the 4th Haze 123rd year of Ascendancy at 05:42 Killed by Doomed Shade of El Presidente at level 50 on the 5th Haze 123rd year of Ascendancy at 05:43 |
Primary Stats
Strength | 230 (base 60) |
Dexterity | 187 (base 39) |
Constitution | 122 (base 60) |
Magic | 203 (base 60) |
Willpower | 137 (base 60) |
Cunning | 168 (base 60) |
Resources
Mana | 1013/1013 |
Life | 1230/1230 |
Paradox | 12 |
Hate | 100/115 |
Psi | 724/724 |
Flow | 1536/1536 |
Positive | 167/167 |
Stamina | 516/516 |
Equilibrium | 15 |
Healing Factor | 1.5754824248927 |
Regeneration | 39.215504399905 |
Speed
Mental | +66.9466252584% |
Attack | +15% |
Movement | +150% |
Spell | +36.9466252584% |
Global | +190.07212032837% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 507 |
Accuracy | 109 |
Crit Chance | 228% |
APR | 35 |
Speed | 0.60 |
Offense: Offhand
Damage | 256 |
Accuracy | 109 |
Crit Chance | 228% |
APR | 35 |
Speed | 0.60 |
Offense: Spell
Spellpower | 141 |
Crit Chance | 100% |
Speed | 0.73021149525454 |
Offense: Mind
Mindpower | 127 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +46% |
Blight | +91% |
Arcane | +106% |
Mind | +73% |
All | +43% |
Darkness | +68% |
Light | +82% |
Physical | +112% |
Fire | +77% |
Lightning | +70% |
Offense: Damage Penetration
Acid | +30% |
Light | +56% |
Blight | +50% |
Arcane | +45% |
Physical | +98% |
All | +25% |
Defense: Base
Armour (hardiness) | 182.09001587734 (88.981967910079%) |
Defense | 138 |
Ranged Defense | 138 |
Fatigue | 29 |
Physical Save | 103.575 |
Spell Save | 103 |
Mental Save | 103 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 66%( 66%) |
Arcane | + 46%( 70%) |
Cold | + 76%( 76%) |
All | + 7%( 70%) |
Physical | + 68%( 68%) |
Lightning | + 76%( 76%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 76%( 76%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 44% |
Bleed Resistance | 100% |
Teleport Resistance | 34% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 99% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 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 2303 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 500 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: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 419 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 Constitution stat. |
Class Talents
Spell / Advanced martial enchantments | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm Warrior | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Battlemage | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Flexible Combat Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Lich | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Parasite | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Inoculation | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Hatred | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Shadow Combat |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Weapon of Light |
talent | Shards |
talent | Shock Hands |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Blood Bath |
talent | Augmentation |
talent | Reality Smearing |
talent | Aether Permeation |
talent | Arcane Combat |
talent | Battlesurge |
talent | Crystalline Focus |
talent | Shield Wall |
beneficial effect | Physical power, spellpower and all saves increased by 72. Commander of the Dead |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)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. | 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. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed xorn fragment. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. | 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 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. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | 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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | The Channel (136% power, 6 apr, physical element) The Channel (136% power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +12 Mag +12 Wil +40 Lck offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +20.00% Spellpower +30 (+3 eff.) On-Hit 40 Pure Mana Damage +10% arcane +40% physical Ignore resists +20% arcane +20% physical other ------- Talents +1 Command Staff Increases the power of Mage Knight talents by 20%. A dragonbone staff topped with a flawless amethyst and vibrating with barely contained power, this was the weapon of Galland Eagleheart in the Age of Dusk. It was said to augment his magic and alter fate and fortune to his benefit. After Galland passed away, the staff was wielded by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 40% Wil, 162% Mag, 0% Cun Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +5 Cun +5 Con offense ------ On-Hit 15 blight Damage +7% blight Accuracy +6 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% blight +11% darkness Crit Resistance 5.00% Life Regen +9.00 other ------- Stamina/turn +1.60 Max stamina +21.00 Light +2 Infravision +2 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Wil, 0% Cun, 138% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On-hit +16 darkness On-crit, radius 2 +5 blight On Hit: 10% Nightmare 5 On Hit: 20% Soul Rot 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature While equipped: Stats +13 Wil offense ------ Physical Crit +12.0% Critical power +40.00% Physical Power +20 (+2 eff.) Damage +3% acid Ignore resists +5% acid When Hit 2 darkness 6 acid defense ------ Resistance +12% nature +9% blight Physical save +13 (+1 eff.) Healmod +29% Poison Resist +30% Pinning Resist +20% Teleport Resist +34% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +4 Str +20 Mag +1 Wil +10 Con offense ------ Critical power +15.00% Spellpower +10 (+1 eff.) Damage +20% arcane Accuracy +15 (+3 eff.) defense ------ Defense +18 (+2 eff.) Spell save +14 (+1 eff.) Unlife -40.00 life other ------- Stamina/turn +1.00 Mana/turn +2.60 Mana when Hit +2.50 Max mana +83.00 Light +3 Arcane Eye: (Instant) Puts all charms on 10 cooldown Effective talent level: 8.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 35 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Critical power +24.82% Spellpower +30 (+3 eff.) Damage +21% light +9% blight Ignore resists +31% light defense ------ Armor +13 Resistance +15% blight +24% light other ------- Infravision +3 A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +15% blight +15% physical +21% arcane Ignore Armor +5 defense ------ Defense +25 (+3 eff.) Resistance +21% blight other ------- Mana/turn +0.24 Max mana +124.10 Fire a magical bolt dealing 544 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +10 Cun +10 Con offense ------ Physical Power +15 (+2 eff.) On-Hit 35 physical On-Ranged-Hit 33 physical Damage +6% light +9% fire When Hit 2 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 58 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 58 defense ------ Resistance +3% acid +15% cold +6% light +6% darkness Spell save +6 (+1 eff.) Life +50.00 Disarm Resist +44% Pinning Resist +39% Knockbk Resist +43% other ------- Hate-on-crit +3.00 Max hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 7.2 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+0 eff.) Spellpower/crit +6 Damage +12% arcane +11% darkness When Hit 2 temporal defense ------ Resistance +12% arcane +22% darkness other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Con defense ------ Resistance +5% arcane +27% fire Physical save +13 (+1 eff.) Life +65.00 Life Regen +9.00 Poison Resist +20% Cut Resist +20% Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 179% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +194 On-hit +18 light +15 darkness On-Hit, radius 1 +4 mind On-crit, radius 2 +13 light +16 fire While equipped: Stats +10 Mag +2 Wil +12 Cun offense ------ Damage +12% light +14% darkness On shield block: * Deals 286 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +25% fire +26% light +18% darkness other ------- Light +3 See Invis +6 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +11 Mag +13 Wil +8 Cun offense ------ Spell Crit +3% Spellpower/crit +4 Damage +9% blight Against +42% Summoned defense ------ Armor +15 Defense +15 (+2 eff.) Resistance +6% temporal Resist Against +30% Summoned Physical save +24 (+2 eff.) Mind save +12 (+2 eff.) Pinning Resist +20% other ------- Mana/turn +0.58 Max mana +60.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Rare] Master When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +302 Phasing +40% On-hit +16 acid +20 blight On-Hit, radius 1 +24 arcane While equipped: Stats +6 Wil offense ------ Spellpower +25 (+3 eff.) Damage +18% mind Ignore resists +25% blight When Hit 14 light defense ------ Armor +20 Fatigue +8% Mind save +21 (+4 eff.) other ------- Hate-on-crit +5.00 Max mana +167.03 Max psi +70.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+2 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Random Unique] Master While equipped: Stats +5 Cun +8 Dex offense ------ Mind Crit +2% Mindpower +20 (+2 eff.) Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +12% mind defense ------ Armor +11 Defense +16 (+2 eff.) Fatigue +8% Resistance +9% fire +24% cold A suit of armour made of leather. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (73% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (73% of a turn) Is: a spell Description: Inflicts 998.14 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 485 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1413 damage for 6 turns. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1582 damage for 7 turns. 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 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 5.9 Power cost 30 out of 60/60. Range melee/personal Cooldown: 18 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 95 light damage to everyone else who enters. The circle lasts 6 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 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+0 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 3.2 Power cost 50 out of 80/80. Range melee/personal Cooldown: 30 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Wil offense ------ Damage +12% darkness defense ------ Resistance +15% acid +12% light +11% darkness Crit Resistance 5.00% Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +10 Mag offense ------ Critical power +25.00% Damage +39% light +21% darkness defense ------ Armor +18 Resistance +24% temporal +12% fire +27% light +15% nature other ------- Hate-on-crit +7.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Mag offense ------ Spell Crit +4% Critical power +24.82% defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +6% physical +9% mind +12% temporal Max Resistance +7% all Physical save +23 (+2 eff.) Silence Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% mind Ignore resists +10% mind defense ------ Defense +25 (+3 eff.) Resistance +1% physical Life Regen +2.00 Stun Resist +22% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+1 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 322.48 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 32 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 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +9 Mag +2 Wil offense ------ Damage +3% darkness Ignore resists +10% darkness Accuracy +4 (+1 eff.) When Hit 4 light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% nature When Hit 8 cold On-Hit (Melee): * 10% chance to slow global speed by 89% * 20 arcane resource burn defense ------ Resistance +15% temporal +30% nature +3% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +10 Wil offense ------ Spell Crit +3% Critical power +22.89% Damage +18% darkness +9% arcane Ignore resists +20% blight +29% acid defense ------ Resistance +45% darkness +12% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+1 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+1 eff.) Silence Resist +30% other ------- 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: Effective talent level: 7.2 Power cost 6 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 946.43 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 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con offense ------ When Hit 8 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% cold Spell save +13 (+1 eff.) Mind save +7 (+1 eff.) Life +45.00 Life Regen +11.00 Healmod +13% Confus Resist +34% other ------- Max stamina +21.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +3% Critical power +20.00% Physical Power +9 (+1 eff.) Spellpower +9 (+1 eff.) Mindpower +9 (+1 eff.) Damage +12% arcane +9% blight Ignore resists +25% mind other ------- Vim-on-crit +2.00 Max vim +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +9 Con offense ------ Critical power +23.41% Physical Power +20 (+2 eff.) Damage +21% physical Ignore resists +29% mind Accuracy +30 (+5 eff.) When Hit 10 mind On-Hit (Melee): * 23% chance to reduce all saves and defense by 58 defense ------ Resistance +15% lightning Physical save +27 (+2 eff.) Unlife -80.00 life Rings make your fingers look great! |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 40% Wil, 0% Cun, 130% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +5 Str +8 Dex +12 Mag +9 Wil +10 Cun +8 Con offense ------ Physical Crit +9.0% Critical power +25.00% Ignore Armor +11 other ------- See Invis +6 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 40% Wil, 139% Mag, 0% Con Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 257 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master Weapon Damage 188% Range: 1.0x-1.6x Uses 40% Wil, 122% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Mindpower +30 (+4 eff.) Ignore resists +41% all Accuracy +70 (+11 eff.) Ignore Armor +41 other ------- Equi when Hit +0.12 See Invis +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 174% Range: 1.0x-1.6x Uses 40% Wil, 122% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +12 physical On-Hit, radius 1 +4 physical On-crit, radius 2 +8 light While equipped: Stats +2 Str +21 Wil +19 Con offense ------ Ignore resists +21% all Accuracy +44 (+7 eff.) Ignore Armor +21 defense ------ Armor +12 Defense +21 (+3 eff.) Unlife -60.00 life Life +154.00 Disarm Resist +70% Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+3 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+4 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 243 to 486 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.4x Uses 40% Wil, 124% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 223 temporal damage and slows enemies in radius 6 of the target by 233% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 7.2 Power cost 10 out of 10/10. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 112% damage. Then teleport next to a second random enemy, attacking for 112% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 40% Wil, 110% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 190 damage On Crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +23.0% Critical power +23.00% Physical Power +7 (+1 eff.) Damage +3% darkness Ignore resists +15% darkness Ignore Armor +12 On-Hit (Melee): * 10% chance to reduce damage dealt by 46% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% darkness Blunt and deadly. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag, 40% Wil Damage Arcane Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+6 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 200 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 Encumbrance T5 staff 2H weapon [Random Unique] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +5% Spellpower +21 (+2 eff.) Damage +12% mind +30% darkness On-Hit (Melee): * 20% chance to slow global speed by 89% defense ------ Defense +19 (+3 eff.) Resistance +9% acid +6% fire +3% light Life Regen +1.40 Healmod +27% other ------- Light +8 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 517.83 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 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +17 Wil +18 Cun +7 Con offense ------ Spell Crit +20% Spellpower +25 (+3 eff.) Spellpower/crit +9 Damage +15% blight +30% physical +9% light +12% arcane Ignore resists +15% arcane defense ------ Resistance +3% light Life Regen +1.90 Healmod +30% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Wil +4 Cun +9 Con offense ------ Spell Crit +4% Spellpower +23 (+3 eff.) Damage +25% physical defense ------ Defense +10 (+1 eff.) Crit Resistance 15.00% Life Regen +2.20 Healmod +38% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 604.75 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 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +7% Critical power +40.00% Spellpower +33 (+4 eff.) On-Hit 45 arcane 28 fire Damage +30% physical Ignore resists +5% arcane defense ------ Armor +2 Resistance +12% blight +3% cold +1% physical Physical save +9 (+1 eff.) Life +40.00 Silence Resist +10% Confus Resist +10% Stun Resist +60% other ------- Mana/turn +0.40 Max mana +203.00 Max positive +10.00 Max negative +10.00 Light +1 See Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 144% Range: 1.0x-1.2x Uses 150% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+3 eff.) Damage +35% arcane defense ------ Mind save +8 (+1 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +8% Spellpower +9 (+1 eff.) Spellpower/crit +5 Damage +9% blight +20% darkness Ignore resists +15% acid defense ------ Armor +6 Defense +5 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) other ------- Mana/turn +0.08 Wards +2 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +14 (+1 eff.) Damage +15% darkness defense ------ Crit Resistance 5.00% Pinning Resist +20% Stun Resist +20% other ------- Vim-on-crit +3.00 Max mana +34.00 Max vim +14.00 Max positive +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 147% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +10 Cun +9 Con offense ------ Spell Crit +5% Critical power +27.00% Spellpower +37 (+4 eff.) Damage +38% temporal +9% nature +6% cold Ignore resists +10% cold +15% nature +5% mind On-Hit (Melee): * 27% chance to slow global speed by 89% * 27% chance to reduce all saves and defense by 58 defense ------ Resistance +9% cold other ------- Mana/turn +0.52 Negative/turn +0.20 Vim-on-crit +8.00 Max vim +44.00 Max negative +50.00 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 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +3% Spellpower +12 (+1 eff.) Spellpower/crit +4 Damage +24% blight +3% physical Accuracy +25 (+4 eff.) other ------- Mana/turn +0.12 Max mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Wil, 110% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 168% Range: 1.0x-1.1x Uses 40% Wil, 0% Cun, 128% Mag Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane A part of set. Weapon Damage 167% Range: 1.0x-1.1x Uses 40% Wil, 110% Mag, 0% Cun Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: offense ------ Spellpower +4 (+0 eff.) Combat Speed +10% defense ------ Defense +12 (+2 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 686.63 physical damage, and inflicting bleeding for another 343.31 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. |
Tributary (156% power, 0 apr) Tributary (156% power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.1x Uses 40% Wil, 110% Mag, 0% Cun Damage Physical Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 125% On Hit: * Each hit in a round will both heal and shield you for 2% of your maximum life. While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ Physical Crit +5.0% Spell Crit +5% Critical power +10.00% On-Hit 20 Eroding Water Damage +5% nature +5% cold Ignore resists +10% nature +10% cold defense ------ Shield Power +15% Healmod +15% other ------- Talents +1 Tributary One Handed Grants a passive talent that doubles the proc damage, stats, crit chance, crit power, damage penetration, and damage increase while wielding nothing in your off-hand. A whip that appears composed of condensed water, this was the weapon of Tasselia Eagleheart in the Age of Dusk. It was said to release protective and restorative water magic every time it struck. After Tasselia passed away, the whip was wielded by other sea knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 40% Wil, 110% Mag, 0% Cun Damage Devouring flames Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: offense ------ Spellpower +15 (+2 eff.) Damage +20% blight +20% fire other ------- See Invis +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Mindpower +7 (+1 eff.) Accuracy +15 (+3 eff.) defense ------ Defense +20 (+3 eff.) Resistance +12% nature +15% darkness Physical save +11 (+1 eff.) Mind save +15 (+3 eff.) Life Regen +4.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Wil +5 Cun offense ------ Physical Crit +9.0% Spell Crit +4% Mind Crit +7% Ignore resists +15% temporal When Hit 4 temporal defense ------ Resistance +8% fire +10% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal +9% mind +3% light Spell save +6 (+1 eff.) other ------- Max hate +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+1 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+2 eff.) Spell save +20 (+2 eff.) Mind save +20 (+3 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 3.2 Power cost 50 out of 50/50. Range melee/personal Cooldown: 45 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. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Mag +4 Con offense ------ Spell Crit +8% Critical power +20.00% Mindpower +20 (+2 eff.) defense ------ Defense +2 (+0 eff.) Resistance +6% mind Spell save +8 (+1 eff.) Mind save +9 (+2 eff.) other ------- Stamina/turn +1.10 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid +3% physical Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +6% darkness Life +33.00 Life Regen +2.00 Healmod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+2 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +11% temporal defense ------ Resistance +7% all +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+2 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- 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 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +6 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 89% defense ------ Resistance +9% blight +3% light +7% all other ------- Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +15.00% defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% blight Mind save +3 (+1 eff.) Teleport Resist +10% A pair of boots made of leather. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+1 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 158% Mag, 0% Cun, 40% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 8.5 Power cost 12 out of 12/12. Range 6 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 413.27 fire damage and 392.46 darkness damage in a radius of 8. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+1 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 148% Mag, 0% Cun, 40% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 7.2 Power cost 30 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 409.74 physical damage in a radius of 5 each turn for 9 turns, and has a 25% chance of stunning any creature 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. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +7 Con offense ------ On-Hit 10 temporal On-Ranged-Hit 7 temporal Damage +3% blight +4% temporal Ignore resists +15% blight Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 49 defense ------ Armor +13 Hardiness +7% Fatigue +3% Resistance +7% physical +5% temporal Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Wil, 138% Mag, 0% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 5% Stone Touch 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +7 Cun +2 Wil offense ------ Mindpower +29 (+4 eff.) On-Hit 14 mind 14 darkness Ignore resists +25% mind On-Hit (Melee): * 12% chance to reduce all saves and defense by 58 defense ------ Armor +1 Mind save -4 (-1 eff.) Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Wil, 0% Cun, 138% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Reproach 1 Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 5.9 Power cost 20 out of 20/20. Range 7 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 54% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 148% Mag, 0% Cun, 40% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 5.9 Power cost 25 out of 25/25. Range 3 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 191% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 22. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Mag offense ------ Ignore resists +10% arcane +10% light +10% darkness +10% mind defense ------ Defense +5 (+1 eff.) other ------- Mana/turn +2.00 Psi/turn +1.00 Max mana +100.00 Max psi +50.00 Masteries +0.20 Psionic/Projection +0.20 Spell/Power +0.20 Chronomancy/Energy Despite being made of soft otherworldly fabric, this black hat holds a perfect point at the top. Stars twinkle on its surface. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Wil +4 Con offense ------ Ignore resists +15% darkness When Hit 2 temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 46% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +3% Resistance +13% cold Mind save +6 (+1 eff.) other ------- Light +1 Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+1 eff.) Spell save +12 (+1 eff.) Mind save +12 (+2 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +12% light Ignore resists +5% lightning Ignore Armor +5 On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +3% acid +3% darkness other ------- Light +1 A cap made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Ignore resists +5% mind When Hit 2 blight On-Hit (Melee): * 10% chance to slow global speed by 89% defense ------ Armor +12 Defense +20 (+3 eff.) Fatigue +8% Resistance +27% temporal +12% blight +12% fire +6% nature +30% cold other ------- Psi when Hit +0.08 A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+3 eff.) defense ------ Armor +50 Defense +40 (+5 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+3 eff.) Spell save +35 (+3 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 7.0 Encumbrance T5 shield armor [Rare] Nature When used to Attack: Weapon Damage 182% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +204 On-Hit, radius 1 +25 acid +20 fire While equipped: offense ------ On-Hit 10 fire When Hit 21 fire defense ------ Armor +10 Fatigue +8% Resistance +9% acid +15% fire +27% lightning +21% blight Spell save +9 (+1 eff.) Unlife -99.28 life Disease Resist +25% Pinning Resist +25% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 169% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Stunning fire Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+1 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 40% Wil, 130% Mag Damage Temporal Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: offense ------ Spellpower +12 (+1 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+1 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+2 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 180% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +202 On-hit +16 lightning +19 light +20 darkness While equipped: Stats +5 Dex +7 Mag +10 Cun offense ------ Damage +20% light +20% darkness When Hit 31 lightning defense ------ Armor +10 Fatigue +8% Resistance +19% lightning +18% light +19% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane/Psionic When used to Attack: Weapon Damage 131% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +78 On-hit +14 physical +13 light +13 darkness While equipped: Stats +3 Mag +2 Wil +4 Cun offense ------ Damage +10% light +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +12% physical +13% light +10% darkness Windwall +10 Slow Projectiles +15% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego++] Arcane/Psionic When used to Attack: Weapon Damage 119% Range: 1.0x-1.2x Uses 40% Wil, 110% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +40 On-hit +14 physical +11 light +11 darkness While equipped: Stats +2 Mag +3 Wil +3 Cun offense ------ Damage +10% light +12% darkness defense ------ Armor +4 Fatigue +8% Resistance +12% physical +12% light +13% darkness Windwall +13 Slow Projectiles +12% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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 When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-3 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+2 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame When used as a pommel gem: +20% life leech. A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +20.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +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? |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +6 Wil offense ------ Mind Crit +11% Critical power +34.35% Spellpower +40 (+5 eff.) Spellpower/crit +14 Ignore resists +43% mind defense ------ Spell save +21 (+2 eff.) Blind Resist +49% Confus Resist +27% other ------- Mana-on-crit +3.44 Max psi +80.00 Max vim +80.00 Light +11 See Stealth +20 See Invis +21 Track: Puts all charms on 40 cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 7 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 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: offense ------ Damage +9% lightning Ignore resists +11% all Ignore Armor +11 defense ------ Physical save +6 (+1 eff.) Mind save +11 (+2 eff.) Life +100.00 Life Regen +4.96 Poison Resist +20% Stun Resist +25% other ------- Light +10 See Stealth +14 See Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Dex +8 Mag offense ------ When Hit 10 mind defense ------ Mind save +11 (+2 eff.) other ------- Max psi +50.00 Light +4 Infravision +3 See Stealth +16 See Invis +23 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ When Hit 8 darkness defense ------ Resistance +3% light +3% nature Mind save +5 (+1 eff.) other ------- Light +6 See Stealth +6 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +7 Con offense ------ Critical power +15.00% Ignore resists +20% arcane Accuracy +30 (+5 eff.) Ignore Armor +2 When Hit 12 fire defense ------ Resistance +6% fire other ------- Max stamina +30.00 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag offense ------ Spellpower +38 (+4 eff.) Damage +15% light Ignore resists +20% cold +15% all Ignore Armor +7 defense ------ Resistance +10% darkness Affinity +5% light other ------- Mana/turn +0.04 Vim-on-crit +2.00 Light +11 Sun Flare: Puts all charms on 30 cooldown Effective talent level: 5.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 849.24 light damage. At talent level 3 you gain 86% 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. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+1 eff.) Mindpower +10 (+1 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 0 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+0 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 5.9 Power cost 20 out of 25/25. Range 7 Cooldown: 5 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 39 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. 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 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 5. Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag +3 Con offense ------ Damage +3% cold other ------- See Invis +3 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ When Hit 8 lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Equi when Hit +0.24 Hate-on-crit +2.00 Max psi +40.00 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 740 Base Damage: 309 Armor: 27 All Resist: 20 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- 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. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +25% lightning defense ------ Resistance +20% nature +24% lightning other ------- Light +3 Sting an enemy dealing 277 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance 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 When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By El Presidente the Lich Adventurer level 50
20th Dusk 123rd year of Ascendancy at 20:51 see stats
By El Presidente the Lich Adventurer level 50
18th Haze 123rd year of Ascendancy at 14:07 see stats
By El Presidente the Lich Adventurer level 50
18th Dusk 123rd year of Ascendancy at 20:01 see stats
By El Presidente the Lich Adventurer level 38
8th Regrowth 123rd year of Ascendancy at 21:15 see stats
By El Presidente the Lich Adventurer level 50
18th Haze 123rd year of Ascendancy at 23:05 see stats
By El Presidente the Lich Adventurer level 50
70th Haze 123rd year of Ascendancy at 00:11 see stats
By El Presidente the Lich Adventurer level 50
54th Dusk 123rd year of Ascendancy at 08:18 see stats
By El Presidente the Cornac Adventurer level 23
3rd Haze 122nd year of Ascendancy at 19:30 see stats
By El Presidente the Lich Adventurer level 41
75th Regrowth 123rd year of Ascendancy at 09:53 see stats
By El Presidente the Cornac Adventurer level 21
65th Dusk 122nd year of Ascendancy at 05:13 see stats
By El Presidente the Lich Adventurer level 50
11st Haze 123rd year of Ascendancy at 11:23 see stats
By El Presidente the Lich Adventurer level 50
36th Dusk 123rd year of Ascendancy at 17:28 see stats
By El Presidente the Cornac Adventurer level 26
7th Haze 122nd year of Ascendancy at 05:43 see stats
By El Presidente the Cornac Adventurer level 33
26th Haze 122nd year of Ascendancy at 00:36 see stats
By El Presidente the Cornac Adventurer level 29
18th Haze 122nd year of Ascendancy at 12:44 see stats
By El Presidente the Lich Adventurer level 50
51st Haze 123rd year of Ascendancy at 00:43 see stats
By El Presidente the Cornac Adventurer level 24
4th Haze 122nd year of Ascendancy at 10:15 see stats
By El Presidente the Lich Adventurer level 39
19th Regrowth 123rd year of Ascendancy at 06:50 see stats
By El Presidente the Cornac Adventurer level 20
37th Dusk 122nd year of Ascendancy at 09:39 see stats
By El Presidente the Lich Adventurer level 50
47th Haze 123rd year of Ascendancy at 09:37 see stats
By El Presidente the Lich Adventurer level 48
18th Dusk 123rd year of Ascendancy at 01:15 see stats
By El Presidente the Cornac Adventurer level 34
27th Haze 122nd year of Ascendancy at 03:23 see stats
By El Presidente the Lich Adventurer level 50
18th Haze 123rd year of Ascendancy at 23:12 see stats
By El Presidente the Lich Adventurer level 50
17th Haze 123rd year of Ascendancy at 18:23 see stats
By El Presidente the Cornac Adventurer level 35
37th Haze 122nd year of Ascendancy at 04:18 see stats
By El Presidente the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 00:19 see stats
By El Presidente the Cornac Adventurer level 20
37th Dusk 122nd year of Ascendancy at 03:18 see stats
By El Presidente the Cornac Adventurer level 30
18th Haze 122nd year of Ascendancy at 20:31 see stats
By El Presidente the Lich Adventurer level 40
20th Regrowth 123rd year of Ascendancy at 09:56 see stats
By El Presidente the Lich Adventurer level 50
18th Dusk 123rd year of Ascendancy at 15:49 see stats
By El Presidente the Lich Adventurer level 36
39th Haze 122nd year of Ascendancy at 11:22 see stats
By El Presidente the Lich Adventurer level 50
20th Dusk 123rd year of Ascendancy at 20:33 see stats
By El Presidente the Lich Adventurer level 50
47th Haze 123rd year of Ascendancy at 02:20 see stats
By El Presidente the Lich Adventurer level 37
39th Haze 122nd year of Ascendancy at 17:43 see stats
By El Presidente the Lich Adventurer level 50
12nd Haze 123rd year of Ascendancy at 00:04 see stats
By El Presidente the Lich Adventurer level 38
2nd Wintertide 123rd year of Ascendancy at 12:01 see stats
By El Presidente the Lich Adventurer level 43
77th Regrowth 123rd year of Ascendancy at 04:34 see stats
By El Presidente the Lich Adventurer level 38
8th Regrowth 123rd year of Ascendancy at 12:30 see stats
By El Presidente the Cornac Adventurer level 34
36th Haze 122nd year of Ascendancy at 18:05 see stats
By El Presidente the Cornac Adventurer level 25
4th Haze 122nd year of Ascendancy at 16:31 see stats
By El Presidente the Lich Adventurer level 50
36th Dusk 123rd year of Ascendancy at 17:52 see stats
By El Presidente the Lich Adventurer level 50
51st Haze 123rd year of Ascendancy at 00:43 see stats
By El Presidente the Cornac Adventurer level 6
79th Pyre 122nd year of Ascendancy at 03:48 see stats
By El Presidente the Lich Adventurer level 50
47th Haze 123rd year of Ascendancy at 01:58 see stats
By El Presidente the Lich Adventurer level 50
51st Haze 123rd year of Ascendancy at 00:43 see stats
By El Presidente the Cornac Adventurer level 34
36th Haze 122nd year of Ascendancy at 20:46 see stats
By El Presidente the Cornac Adventurer level 12
7th Flare 122nd year of Ascendancy at 02:56 see stats
By El Presidente the Lich Adventurer level 37
73rd Haze 122nd year of Ascendancy at 23:28 see stats
By El Presidente the Cornac Adventurer level 22
74th Dusk 122nd year of Ascendancy at 14:00 see stats
By El Presidente the Cornac Adventurer level 13
3rd Dusk 122nd year of Ascendancy at 18:10 see stats
By El Presidente the Lich Adventurer level 49
18th Dusk 123rd year of Ascendancy at 15:49 see stats
Log
Saving game...
Saving done.
You transfer Glarefame the voratun ritual blade (131% power, 9 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Delygaruichik the Blacklore (136% power, 6 apr, fire element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Rainrot the dragonbone starstaff (136% power, 6 apr, darkness element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Scaldminister the voratun ring to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Bimas (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer drakeskin leather gloves 'Duregogar' (0 def, 3 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun pickaxe 'Voidshaper' (dig speed 8 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.