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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
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:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 29 / 80% |
Size | medium |
Lifes / Deaths | Killed by Adorinn the skeleton magus at level 29 on the 30th Pyre 123rd year of Ascendancy at 03:17 / 2Killed by Xavea the armoured skeleton warrior at level 29 on the 31st Pyre 123rd year of Ascendancy at 14:33 |
Primary Stats
Strength | 35 (base 10) |
Dexterity | 67 (base 40) |
Constitution | 37 (base 14) |
Magic | 82 (base 60) |
Willpower | 35 (base 25) |
Cunning | 21 (base 10) |
Resources
Life | -189/793 |
Paradox | 235 |
Healing Factor | 1.2041015905906 |
Regeneration | 2.7092285788288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Stealth | 33.404159038015 |
See Invisible | 34.404159038015 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 139 |
Accuracy | 51 |
Crit Chance | 6% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Acid | +32% |
Light | +10% |
Nature | +8% |
Cold | +23% |
Physical | +8% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Defense: Base
Armour (hardiness) | 20 (63.914983985962%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 33 |
Mental Save | 26 |
Defense: Resistances
Acid | + 37%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 35%( 70%) |
All | + 19%( 70%) |
Lightning | + 26%( 70%) |
Light | + 21%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 36%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Disarm Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T2 arrow ammo [Ego] Arcane/Master Power 23.5 - 32.9 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +1 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +5% arcane +3% light Mind.save +6 (+3 eff.) Silence- +10% Pinning- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +25 (+6 eff.) ----- def ----- Resists +1% physical Phys.save +3 (+2 eff.) ---------- misc Max.stam +30.00 Light +1 Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% acid +3% cold Melee Ret 6 cold ----- def ----- Armour +2 Resists +22% acid Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Ego] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 acid While equipped: Stats +3 Con dps ---------- Dmg.mod +17% acid ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | ![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +8% nature +14% fire ----- def ----- Resists +15% all +21% fire Poison- +27% Disease- +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +4 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Mov.spd +10% Dmg.mod +4% acid +5% fire +5% cold +5% lightning Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Fatigue -5% Resists +9% lightning HP.reg +2.00 ---------- misc Stam/turn +0.40 Mana/turn +0.21 Max.mana +31.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 566% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 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..." |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Resists +3% blight +11% temporal +3% fire Pinning- +21% Knockbk- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+16 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 95% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T2 dagger 1H weapon [Ego] Nature Power 12.5 - 16.2 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 17.5 - 22.8 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +10 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 16.0 - 20.8 Physical Uses 50% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +21% Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 22.5 - 36.0 Physical Uses 170% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 temporal On Crit.r2 +20 arcane On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +13.0% Phys.pwr +27 (+6 eff.) Melee Ret 4 physical ----- def ----- Resists +1% physical ---------- misc Max.stam +10.00 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +35 lightning While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +30% lightning +12% blight Melee Ret 4 arcane ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.08 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T1 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 20.5 - 28.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 light Against +5% Undead On Crit.r2 +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Psionic Power 16.0 - 22.4 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness +12 light Against +5% Living On Hit.r1 +4 physical While equipped: ----- def ----- Resists +3% light Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 15.5 - 21.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 cold While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +9 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 lightning While equipped: Stats +9 Str +4 Dex +1 Cun +2 Con dps ---------- Dmg.mod +3% acid Res.pen +10% acid ----- def ----- Crit.chn- 10.00% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 physical While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +10% acid +25% physical Acc +15 (+5 eff.) Apr +3 ----- def ----- Crit.chn- 10.00% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Nature/Psionic Power 10.5 - 14.7 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind +5 nature On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +1 Cun +1 Wil Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 150% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 physical While equipped: Stats +2 Str dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% darkness +12% fire Res.pen +10% darkness +20% physical ----- def ----- Armour +2 Resists +14% darkness Phys.save +6 (+3 eff.) Blind- +14% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 14.0 - 15.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 9 acid Dmg.mod +14% acid Res.pen +7% acid ----- def ----- Resists +8% acid +11% mind Mind.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Psi/turn +0.60 Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +4 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 7 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Armour +12 Disease- +20% Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +6 Dex +10 Mag +7 Wil +3 Cun +5 Con dps ---------- Phys.crit +8.0% Acc +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil +7 Cun dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind +9% darkness Against +27% Summoned ----- def ----- D.Red.from +17% Summoned Spell.save +8 (+4 eff.) ---------- misc Mana/turn +0.21 Equi/ret +0.08 Max.mana +36.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +26% acid +12% mind +3% darkness ----- def ----- Resists +38% acid +6% darkness +6% lightning +12% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +14% arcane +15% blight ----- def ----- Defense +20 (+5 eff.) Resists +15% blight +1% physical +6% acid +11% all Silence- +23% ---------- misc Max.mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +11% all Max.HP +43.00 HP.reg +3.50 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 temporal 8 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +5% temporal +3% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +8 Resists +7% acid +8% fire +8% lightning +10% cold ---------- misc Stam/turn +0.80 Max.stam +18.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Master While equipped: Stats +4 Str +5 Dex +2 Wil +3 Cun +3 Con dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +9% blight Acc +20 (+7 eff.) Apr +8 Melee Ret 6 blight ----- def ----- Armour +2 Disarm- +25% ---------- misc Max.vim +20.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +11.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% cold +11% light +14% darkness Spell.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 9 darkness ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +20% temporal +32% darkness +11% light Def/telep +19 Res/telep +14% Dur/telep +16% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 3.0 T1 arrow ammo [Normal] Power 13.0 - 18.2 Physical Uses 70% Dex, 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +3 Con dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Acc +4 (+2 eff.) Apr +2 ----- def ----- Resists +3% darkness ---------- misc Stam/turn +1.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Rare] Psionic Power 21.0 - 25.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +20 temporal +19 physical +20 arcane On Crit.r2 +12 arcane +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 119 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego] Nature/Master Power 41.0 - 49.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 54 Ranged+ +7 nature While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% lightning ----- def ----- Resists +6% lightning ---------- misc Wards +3 acid +4 temporal +3 arcane +3 mind Talents +1 Ward Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Crit.mult +15.00% Dmg.mod +15% cold Melee Ret 8 blight ---------- misc Max.mana +80.00 Max.vim +20.00 Wards +4 lightning +4 cold +3 arcane +3 nature Talents +1 Ward Fire a magical bolt dealing 208 fire 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alpha the Skeleton Temporal Warden level 14
61st Dusk 122nd year of Ascendancy at 11:22 see stats
By Alpha the Skeleton Temporal Warden level 21
42nd Regrowth 123rd year of Ascendancy at 18:52 see stats
By Alpha the Skeleton Temporal Warden level 25
54th Regrowth 123rd year of Ascendancy at 23:50 see stats
By Alpha the Skeleton Temporal Warden level 21
43rd Regrowth 123rd year of Ascendancy at 23:39 see stats
By Alpha the Skeleton Temporal Warden level 10
36th Dusk 122nd year of Ascendancy at 08:52 see stats
By Alpha the Skeleton Temporal Warden level 20
35th Regrowth 123rd year of Ascendancy at 00:46 see stats
By Alpha the Skeleton Temporal Warden level 21
43rd Regrowth 123rd year of Ascendancy at 23:39 see stats
By Alpha the Skeleton Temporal Warden level 27
68th Regrowth 123rd year of Ascendancy at 05:23 see stats
By Alpha the Skeleton Temporal Warden level 29
31st Pyre 123rd year of Ascendancy at 05:06 see stats
By Alpha the Skeleton Temporal Warden level 9
35th Dusk 122nd year of Ascendancy at 20:23 see stats
By Alpha the Skeleton Temporal Warden level 12
42nd Dusk 122nd year of Ascendancy at 19:09 see stats
By Alpha the Skeleton Temporal Warden level 21
43rd Regrowth 123rd year of Ascendancy at 13:41 see stats
By Alpha the Skeleton Temporal Warden level 14
49th Dusk 122nd year of Ascendancy at 22:51 see stats
By Alpha the Skeleton Temporal Warden level 29
30th Pyre 123rd year of Ascendancy at 03:17 see stats
Log
Xanemina the eternal bone giant hits Alpha for 290 blight damage.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Alpha casts Rune: Reflection Shield.
A shield forms around Alpha.
Xavea the armoured skeleton warrior uses Hammer Toss.
Temporal hound hits Something for 30 temporal, 32 physical (62 total damage).
Alpha's Arrow Echoes hits Xanemina the eternal bone giant for 42 physical, 3 acid, 5 temporal (50 total damage).
LIFE LOST WARNING!
Alpha uses Bone Armour.
Alpha reflects damage back to Xavea the armoured skeleton warrior!
Xavea the armoured skeleton warrior converts some damage to Psi!
Melee retaliation hits Xavea the armoured skeleton warrior for 1 to psi, 1 lightning, 1 to psi, 1 cold (5 total damage).
Alpha hits Xavea the armoured skeleton warrior for 88 to psi, 245 reflected, 2 to psi, 6 reflected, 2 to psi, 5 reflected, 5 to psi, 15 reflected, 2 to psi, 5 reflected, 1 to psi, 4 reflected (381 total damage).
Xavea the armoured skeleton warrior's Hammer Toss hits Alpha for (245 absorbed), 0 physical, (6 absorbed), 0 lightning, (5 absorbed), 0 physical, (15 absorbed), 0 cold, (5 absorbed), 0 acid, (4 absorbed), 0 fire (0 total damage).
Xanemina the eternal bone giant casts Blood Spray.
Your shield crumbles under the damage!
The shield around Alpha crumbles.
Alpha reflects damage back to Xanemina the eternal bone giant!
Xanemina the eternal bone giant hits Alpha for (230 absorbed), 19 blight (19 total damage).
Alpha hits Xanemina the eternal bone giant for 230 reflected damage.
Xavea the armoured skeleton warrior is no longer out of phase.
Xavea the armoured skeleton warrior uses Mind Sear.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Adyda the ghoulking's firestorm hits Temporal hound for 0 fire damage.
Xavea the armoured skeleton warrior hits Alpha for 254 mind damage.
Alpha the level 29 skeleton temporal warden was mindraped to death by Xavea the armoured skeleton warrior on level 4 of Ruined halfling complex.