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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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.
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 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. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2416% |
Size | medium |
Lifes / Deaths | Killed by Luccsa at level 33 on the 2nd Decay 122nd year of Ascendancy at 23:07 / 1 |
Primary Stats
Strength | 34 (base 15) |
Dexterity | 47 (base 30) |
Constitution | 64 (base 53) |
Magic | 138 (base 60) |
Willpower | 68 (base 14) |
Cunning | 119 (base 66) |
Resources
Life | 1077/1077 |
Mana | 503/503 |
Soul | 10/13 |
Healing Factor | 2.2113866041498 |
Regeneration | 80.162764400429 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 13 |
See Stealth | 48.028205097779 |
See Invisible | 48.028205097779 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 45 |
Crit Chance | 47% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 45 |
Crit Chance | 60% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 77% |
Speed | 1 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +35% |
Blight | +49% |
Arcane | +26% |
Cold | +46% |
All | +20% |
Lightning | +35% |
Light | +36% |
Temporal | +27% |
Physical | +45% |
Darkness | +181% |
Fire | +35% |
Mind | +43% |
Offense: Damage Penetration
Darkness | +82% |
Mind | +35% |
Temporal | +50% |
Blight | +45% |
Arcane | +60% |
Cold | +67% |
All | +25% |
Defense: Base
Armour (hardiness) | 50 (59.574340358689%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 88 |
Mental Save | 87 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 56%( 70%) |
Cold | + 70%( 70%) |
All | + 43%( 70%) |
Darkness | + 70%( 70%) |
Light | + 65%( 70%) |
Temporal | + 67%( 70%) |
Physical | + 60%( 70%) |
Mind | + 65%( 70%) |
Fire | + 65%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 45% |
Disarm Resistance | 44% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (5/5)
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 790 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: 14 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 180 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 8 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Eternal Night |
talent | Doomed For Eternity |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Utterly Destroyed |
talent | Erupting Shadows |
talent | Golden Age of Necromancy |
talent | Premonition |
talent | Spikes of Decrepitude |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 42. Commander of the Dead |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Vorowe the cave troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2564. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +9 Cun +3 Con dps ---------- Mind.pwr +20 (+5 eff.) Res.pen +10% mind +10% arcane ----- def ----- Armour +3 Phys.save +29 (+6 eff.) Spell.save +10 (+2 eff.) Mind.save +24 (+5 eff.) Silence- +31% Confus- +30% Stun/Frz- +29% ---------- misc Psi/ret +0.04 A pair of boots made of leather. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +2% Spell.pwr +12 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% blight +25% darkness +6% arcane +9% light Res.pen +25% arcane ----- def ----- Resists +30% light Affinity +10% darkness ---------- misc Light +7 Infravis +10 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 738.47 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Mind.crit +3% Spell.pwr +6 (+1 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +17% physical +14% mind +16% darkness On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Defense +3 (+1 eff.) Resists +20% physical +9% light +6% blight +3% fire +14% mind +15% darkness ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% darkness Acc +20 (+6 eff.) ----- def ----- Armour +3 Defense +30 (+7 eff.) Resists +15% mind +6% blight Mind.save +15 (+3 eff.) Heal.mod +20% Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 blight On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Resists +9% darkness +9% cold Heal.mod +10% Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 30% for 2 turns. 100% to increase all damage by 20% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Mag +8 Wil +7 Cun dps ---------- Spell.crit +2% Crit.mult +15.00% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +3% fire Max.HP +125.00 HP.reg +20.00 Heal.mod +15% Disarm- +44% Pinning- +50% Knockbk- +46% ---------- misc Max.vim +30.00 Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +18% cold +15% fire ----- def ----- Resists +36% cold +30% fire +3% mind +5% arcane HP.reg +2.00 Silence- +58% Confus- +20% ---------- misc Mana/turn +0.34 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Mag dps ---------- Spell.crit +6% Crit.mult +20.00% Spell.pwr +6 (+1 eff.) Dmg.mod +8% physical +7% temporal +7% darkness +7% light Acc +10 (+3 eff.) Apr +19 ----- def ----- Armour +6 Resists +30% temporal Phys.save +6 (+2 eff.) Die.at -80.00 life Pinning- +50% Knockbk- +44% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 160% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +9% mind +51% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Resists +6% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +15 Wil +8 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Res.pen +5% darkness Against +37% Summoned On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +6% acid +3% fire +9% temporal D.Red.from +23% Summoned Spell.save +6 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 29.25 acid and 32.28 blight damage. If not cleared after five turns it will inflict 183.31 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +4 Mag +3 Wil +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +25% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +3% temporal +17% nature HP.reg +8.00 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +37 (+6 eff.) Dmg.mod +24% darkness +13% all Res.pen +10% darkness +20% blight Melee Ret 2 arcane ----- def ----- Resists +20% blight +6% acid +36% darkness +15% all Max.HP +85.00 HP.reg +6.00 Heal.mod +25% ---------- misc Vim/s.crit +2.00 Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [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 462 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 685 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Dex +8 Cun +25 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning Res.pen +10% all Acc +10 (+3 eff.) ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +13 (+3 eff.) Melee+ 15 light 15 darkness Dmg.mod +14% light +15% darkness On Melee Ret: * 15% chance to reduce damage dealt by 33% * 14% chance to blind ----- def ----- Mind.save +15 (+3 eff.) Confus- +19% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +16 (+4 eff.) Spell.save +22 (+5 eff.) Mind.save +20 (+4 eff.) ---------- misc Masteries +0.35 Cunning/Survival +0.35 Spell/Nightfall Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +2 Mag +3 Wil +8 Cun +3 Con dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +7% all Acc +8 (+2 eff.) ----- def ----- Blind- +44% ---------- misc Light +1 Infravis +4 See.Stealth +13 See.Invis +13 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Mag dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +8 (+2 eff.) Dmg.mod +9% acid +6% all Res.pen +5% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Resists +24% acid +19% fire +14% cold +21% lightning Max.HP +32.00 Disarm- +31% Pinning- +33% Knockbk- +34% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +10 Cun +10 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +27% acid +30% fire +27% lightning +30% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Mag +5 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Resists +10% nature +9% blight Poison- +26% Disease- +18% ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 152 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +42% lightning Res.pen +42% lightning Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +38 Crit +8.0% Atk.spd 100% Phasing +28% On Hit: * Create an explosion dealing 152 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +42% fire Res.pen +31% fire Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 blight On Hit: * 30% chance to reduce strength, dexterity, and constitution by 40 * 25% chance for lightning to strike from the target to a second target dealing 152 damage Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: dps ---------- Res.pen +15% all Acc +23 (+7 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.crit +15.0% Crit.mult +33.00% Phys.spd +10% Acc +25 (+8 eff.) Apr +15 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master/Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +7 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +15% physical ----- def ----- Disarm- +34% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Arcane Power 179% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 light Against +31% Undead On Hit: * 27% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Melee Ret 12 temporal On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce damage dealt by 33% ----- def ----- Defense +41 (+9 eff.) Resists +15% darkness +5% physical Mind.save +21 (+5 eff.) Max.HP +120.00 Knockbk- +27% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 198% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +52 fire While equipped: dps ---------- All.spd +15% Res.pen +34% fire Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 152 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +40% fire Res.pen +21% all +33% fire Acc +35 (+11 eff.) Apr +21 Massive two-handed mauls. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +20 light On Crit.r2 +27 light On Hit: 10% Arcane Vortex 5 While equipped: Stats +4 Str +9 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +51 (+9 eff.) Dmg.mod +23% arcane ---------- misc Mana/turn +0.24 Vim/s.crit +2.72 See.Invis +21 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +20% all Acc +35 (+11 eff.) Apr +23 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +11 fire On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Disrupt/Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+8 eff.) ----- def ----- Resists +17% acid +17% lightning +17% cold +10% fire +8% all Spell.save +15 (+3 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 173% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +22 lightning +45 cold While equipped: dps ---------- Mov.spd +45% Res.pen +25% lightning +25% cold Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: Stats +4 Con dps ---------- Dmg.mod +15% arcane +18% fire Acc +41 (+12 eff.) Apr +19 Melee Ret 10 arcane On Hit (Melee): * 27% chance to reduce damage dealt by 33% ----- def ----- Armour +10 ---------- misc Hate/m.crit +4.00 Blunt and deadly. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +12 mind On Hit: * 27% chance to reduce all saves and defense by 41 While equipped: Stats +7 Str dps ---------- Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +9% mind +39% darkness Res.pen +34% darkness +15% light +34% mind On Hit (Ranged): * 27% chance to reduce all saves and defense by 41 ---------- misc Hate/m.crit +6.80 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Mag +3 Wil dps ---------- Spell.crit +30% Crit.mult +20.00% Spell.pwr +43 (+7 eff.) Dmg.mod +36% arcane +18% mind Res.pen +5% mind ---------- misc Mana/turn +0.60 Vim/s.crit +6.00 Max.vim +33.00 See.Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +5% Spell.pwr +38 (+7 eff.) Dmg.mod +40% light +39% arcane Res.pen +25% darkness ----- def ----- Resists +15% darkness +41% cold ---------- misc Mana/s.crit +2.72 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +24 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Defense +14 (+3 eff.) HP.reg +1.90 Heal.mod +30% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 236.80 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. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Master/Psionic Power 182% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +35 mind On Hit: * 49% chance to reduce all saves and defense by 41 While equipped: Stats +9 Cun +10 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 While equipped: dps ---------- Res.pen +15% all Acc +25 (+8 eff.) Apr +14 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +19 fire While equipped: dps ---------- Res.pen +14% all Acc +21 (+7 eff.) Apr +15 One-handed war axes. |
![]() 3.0 T5 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +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 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% ----- def ----- Resists +12% light +13% darkness +15% fire +9% nature +13% cold Spell.save +11 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +12% lightning +12% darkness +12% light +12% blight +12% fire +11% cold +15% all Phys.save +19 (+4 eff.) Spell.save +40 (+8 eff.) Mind.save +19 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +20% blight +15% all Max.HP +75.00 HP.reg +6.00 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +5 Phys.save +13 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +11% lightning +15% temporal ---------- misc Stam/turn +1.30 Max.stam +37.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue -10% Max.HP +60.00 ---------- misc Stam/turn +0.60 Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +4 Dex +12 Wil +6 Cun +4 Con dps ---------- Phys.pwr +35 (+11 eff.) Dmg.mod +12% physical On Hit (Melee): * 27% chance to slow global speed by 69% ----- def ----- Armour +5 Defense +20 (+4 eff.) Resists +20% temporal Phys.save +36 (+8 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +4.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +11.00 Heal.mod +20% ---------- misc Stam/turn +0.80 Max.stam +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +10% arcane ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 219.24 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +16 Str +6 Wil +5 Cun dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Armour +5 Fatigue +5% Resists +25% cold Mind.save +9 (+2 eff.) ---------- misc Psi/ret +0.08 Breathe water Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.8 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Str +3 Dex +6 Wil +13 Con ----- def ----- Armour +17 Fatigue +5% Resists +12% light +6% physical Phys.save +18 (+4 eff.) Mind.save +27 (+6 eff.) ---------- misc Stam/turn +4.00 Max.psi +60.00 Light +2 Infravis +4 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +11 Str +10 Cun dps ---------- Acc +12 (+4 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 151.8 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +8 Dex ----- def ----- Armour +5 Fatigue +5% Phys.save +22 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +29% blight +13% darkness Spell.save +11 (+3 eff.) Mind.save +30 (+6 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +9 Cun dps ---------- Acc +9 (+3 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +20% blight +20% nature +30% lightning A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +30% cold HP.reg +7.40 ---------- misc Stam/turn +2.20 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +43 Fatigue +12% Phys.save +12 (+3 eff.) A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +20% temporal ---------- misc Wards +8 lightning +6 temporal +8 darkness +8 fire +7 nature +8 blight +8 cold +8 arcane +8 light Talents +1 Ward +1 Block Temporal Shield: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (384) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Nature/Psionic Power 168% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 Ranged+ +45 darkness +26 nature Against +30% Living 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +6 Cun dps ---------- Acc +10 (+3 eff.) ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 64 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane 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 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 188% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 902.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Res.pen +25% arcane ---------- misc Mana/turn +0.12 Max.vim +30.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 33% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 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 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Luccsa the Lich Necromancer level 38
55th Regrowth 123rd year of Ascendancy at 22:21 see stats
By Luccsa the Higher Necromancer level 28
13rd Haze 122nd year of Ascendancy at 13:47 see stats
By Luccsa the Lich Necromancer level 38
54th Regrowth 123rd year of Ascendancy at 01:03 see stats
By Luccsa the Lich Necromancer level 44
12nd Pyre 123rd year of Ascendancy at 17:53 see stats
By Luccsa the Lich Necromancer level 41
7th Pyre 123rd year of Ascendancy at 22:50 see stats
By Luccsa the Lich Necromancer level 37
52nd Regrowth 123rd year of Ascendancy at 19:29 see stats
By Luccsa the Higher Necromancer level 18
23rd Dusk 122nd year of Ascendancy at 22:02 see stats
By Luccsa the Lich Necromancer level 40
3rd Pyre 123rd year of Ascendancy at 22:19 see stats
By Luccsa the Lich Necromancer level 38
54th Regrowth 123rd year of Ascendancy at 00:17 see stats
By Luccsa the Lich Necromancer level 50
57th Haze 123rd year of Ascendancy at 17:27 see stats
By Luccsa the Higher Necromancer level 25
7th Haze 122nd year of Ascendancy at 07:52 see stats
By Luccsa the Higher Necromancer level 33
65th Haze 122nd year of Ascendancy at 08:27 see stats
By Luccsa the Lich Necromancer level 50
24th Haze 123rd year of Ascendancy at 17:50 see stats
By Luccsa the Lich Necromancer level 50
26th Dusk 123rd year of Ascendancy at 19:24 see stats
By Luccsa the Higher Necromancer level 28
13rd Haze 122nd year of Ascendancy at 14:14 see stats
By Luccsa the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 22:22 see stats
By Luccsa the Higher Necromancer level 20
60th Dusk 122nd year of Ascendancy at 14:03 see stats
By Luccsa the Higher Necromancer level 30
38th Haze 122nd year of Ascendancy at 03:53 see stats
By Luccsa the Lich Necromancer level 40
2nd Pyre 123rd year of Ascendancy at 20:21 see stats
By Luccsa the Lich Necromancer level 50
7th Dusk 123rd year of Ascendancy at 06:51 see stats
By Luccsa the Lich Necromancer level 33
2nd Decay 122nd year of Ascendancy at 23:07 see stats
By Luccsa the Lich Necromancer level 50
22nd Haze 123rd year of Ascendancy at 13:33 see stats
By Luccsa the Higher Necromancer level 19
48th Dusk 122nd year of Ascendancy at 18:40 see stats
By Luccsa the Lich Necromancer level 50
57th Haze 123rd year of Ascendancy at 17:26 see stats
By Luccsa the Lich Necromancer level 50
13rd Dusk 123rd year of Ascendancy at 06:31 see stats
By Luccsa the Lich Necromancer level 40
3rd Pyre 123rd year of Ascendancy at 15:44 see stats
By Luccsa the Lich Necromancer level 50
11st Dusk 123rd year of Ascendancy at 16:42 see stats
By Luccsa the Higher Necromancer level 19
60th Dusk 122nd year of Ascendancy at 01:08 see stats
By Luccsa the Lich Necromancer level 41
4th Pyre 123rd year of Ascendancy at 01:59 see stats
By Luccsa the Higher Necromancer level 28
13rd Haze 122nd year of Ascendancy at 13:47 see stats
By Luccsa the Higher Necromancer level 16
8th Dusk 122nd year of Ascendancy at 08:42 see stats
By Luccsa the Higher Necromancer level 8
79th Pyre 122nd year of Ascendancy at 14:55 see stats
By Luccsa the Higher Necromancer level 28
13rd Haze 122nd year of Ascendancy at 13:47 see stats
By Luccsa the Higher Necromancer level 32
59th Haze 122nd year of Ascendancy at 15:27 see stats
By Luccsa the Lich Necromancer level 50
57th Haze 123rd year of Ascendancy at 17:27 see stats
By Luccsa the Higher Necromancer level 10
8th Mirth 122nd year of Ascendancy at 00:09 see stats
By Luccsa the Higher Necromancer level 30
38th Haze 122nd year of Ascendancy at 14:41 see stats
By Luccsa the Lich Necromancer level 45
46th Pyre 123rd year of Ascendancy at 15:43 see stats
By Luccsa the Higher Necromancer level 23
79th Dusk 122nd year of Ascendancy at 07:27 see stats
By Luccsa the Higher Necromancer level 17
10th Dusk 122nd year of Ascendancy at 05:03 see stats
By Luccsa the Lich Necromancer level 37
52nd Regrowth 123rd year of Ascendancy at 05:44 see stats
Log
Luccsa picks up (E.): lifebinding dragonbone vilestaff of illumination (136% power, 6 apr, darkness element).
Luccsa picks up (h.): mindweaver's voratun amulet of the eclipse.
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.90 gold pieces.
You pickup 0.75 gold pieces.
You pickup 1.00 gold pieces.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Luccsa picks up (r.): flaming voratun dagger of shearing (148% power, 9 apr).
Shadow casts Phase Door.
Luccsa picks up (t.): voratun dagger of evisceration (148% power, 9 apr).
Luccsa picks up (S.): grounding pair of voratun boots of tirelessness (0 def, 5 armour).
Shadow casts Phase Door.
Shadow casts Phase Door.
Luccsa picks up (u.): warbringer's voratun dagger of amnesia (146% power, 9 apr).
Luccsa picks up ( .): warded voratun shield of patience (0 def, 10 armour, 190 block).
Shadow casts Phase Door.
Shadow casts Phase Door.
Luccsa picks up ( .): moonstone.
Shadow casts Phase Door.
Today is the 58th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Shadow casts Phase Door.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).