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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game QuickTome: Remove Stat Requirements 1.5.5 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Alchemist |
Level / Exp | 50 / 1559% |
Size | medium |
Lifes / Deaths | Killed by Bethimira the white worm mass at level 9 on the 24th Voratun 122nd year of Ascendancy at 18:55 0 / 7Killed by golem (servant of Keal) at level 12 on the 8th Profit 122nd year of Ascendancy at 14:36 Killed by Xuba the orc grand master assassin at level 32 on the 18th Wealth 122nd year of Ascendancy at 04:45 Killed by overpowered greater multi-hued wyrm at level 43 on the 4th Loss 122nd year of Ascendancy at 20:17 Killed by Elandar at level 50 on the 5th Shortage 122nd year of Ascendancy at 14:39 Killed by Elandar at level 50 on the 5th Shortage 122nd year of Ascendancy at 20:05 Killed by Keal at level 50 on the 5th Shortage 122nd year of Ascendancy at 23:19 |
Primary Stats
Strength | 49 (base 16) |
Dexterity | 79 (base 60) |
Constitution | 31 (base 18) |
Magic | 146 (base 64) |
Willpower | 63 (base 24) |
Cunning | 97 (base 62) |
Resources
Life | 1231/1231 |
Mana | 418/418 |
Equilibrium | 20 |
Healing Factor | 1.2158714593978 |
Regeneration | 0.30396786484944 |
Speed
Mental | -12% |
Attack | -12% |
Movement | -55.172942678699% |
Spell | -12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Invisible | 20 |
Offense: Mainhand
Damage | 116 |
Accuracy | 53 |
Crit Chance | 77% |
APR | 11 |
Speed | 1.14 |
Offense: Offhand
Damage | 27 |
Accuracy | 53 |
Crit Chance | 88% |
APR | 16 |
Speed | 1.14 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 42% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Acid | +19% |
Blight | +66% |
Arcane | +48% |
Cold | +138% |
All | +12% |
Lightning | +49% |
Light | +21% |
Temporal | +33% |
Physical | +41% |
Fire | +39% |
Mind | +30% |
Offense: Damage Penetration
Blight | +53% |
Arcane | +58% |
Cold | +58% |
All | +38% |
Defense: Base
Armour (hardiness) | 24.317712611775 (35.65183292883%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 52 |
Mental Save | 66 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 54%( 70%) |
Cold | + 70%( 70%) |
All | + 46%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 54%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 52% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 368 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2105% for 10 turns (164 total) and instantly restoring 105 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1034% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
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 47 up to 6 times. Its effects scale with your Willpower stat. |
Class Talents
Spell / Frost alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Spell / Staff combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Defensive Posture |
talent | Chant of Fortitude |
talent | Ice Core |
talent | Living Lightning |
talent | Frost Infusion |
talent | Body of Fire |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
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 again | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 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 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 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2531. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 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 68% (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. |
Quiver | ![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +20.00% Phys.pwr +19 (+5 eff.) Spell.pwr +6 (+1 eff.) Res.pen +13% all Apr +6 ----- def ----- Defense +10 (+2 eff.) Resists +17% darkness +13% blight Die.at -40.00 life ---------- misc Light +6 Infravis +6 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +6 Str +3 Mag +7 Wil +8 Cun +14 Lck dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +8% Phys.pwr +11 (+3 eff.) Res.pen +20% cold Acc +9 (+3 eff.) Melee Ret 6 cold On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +13% physical Crit.dmg- 15.66% Phys.save +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 145% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +3 Wil +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +31 (+5 eff.) Dmg.mod +9% light ----- def ----- Resists +12% light ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 398.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Cun +6 Mag dps ---------- Phys.crit +8.4% Spell.crit +3% Crit.mult +17.00% Spell.pwr +18 (+3 eff.) S.pwr/crit +8 Dmg.mod +7% acid +15% blight +23% fire +7% cold +7% lightning Res.pen +15% blight +10% arcane ----- def ----- Resists +22% light +30% darkness Blind- +40% Amulets make your neck look great! |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +9.0% Spell.crit +20% Crit.mult +44.00% Phys.pwr +13 (+3 eff.) Spell.pwr +28 (+4 eff.) Melee+ 27 fire Dmg.mod +25% cold Acc +9 (+3 eff.) ----- def ----- Resists +15% lightning +9% light ---------- misc Light +1 See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Mag +5 Con dps ---------- Crit.mult +40.00% Mind.pwr +50 (+12 eff.) Dmg.mod +39% blight Melee Ret 6 arcane ----- def ----- Mind.save +15 (+3 eff.) ---------- misc Equi/ret +0.20 Mana/s.crit +2.72 Max.vim +60.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Spell.pwr +25 (+4 eff.) S.pwr/crit +10 Dmg.mod +21% arcane +18% mind Melee Ret 10 blight On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Spell.save +10 (+3 eff.) Mind.save +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +7 Mag +8 Wil dps ---------- Spell.crit +14% Spell.pwr +29 (+4 eff.) Dmg.mod +26% lightning +50% cold +15% physical +6% temporal ----- def ----- Resists +15% lightning +6% light +9% blight +44% cold +15% all Max.HP +40.00 Heal.mod +5% Confus- +10% Stun/Frz- +60% ---------- misc Mana/turn +0.28 Max.mana +75.00 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 1.0 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 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. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 792% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 728 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 3 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 19% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 485 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 313 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 640 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 659 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 4 times. Its effects scale with your Strength stat. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Mind.save +6 (+1 eff.) Die.at -80.00 life Silence- +10% Teleport- +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 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 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 [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +5 Dmg.mod +12% darkness ----- def ----- Armour +5 Defense +9 (+2 eff.) Resists +3% temporal Res.Cap +4% all Crit.dmg- 5.00% Phys.save +28 (+11 eff.) Spell.save +15 (+5 eff.) Mind.save +24 (+6 eff.) Die.at -20.00 life ---------- misc Mana/turn +0.34 Max.mana +32.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +4 Mag +9 Wil dps ---------- Dmg.mod +30% acid Melee Ret 6 acid ---------- misc Light +3 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+0 eff.) Melee+ 9 light 9 darkness Dmg.mod +6% acid +13% light +19% fire +6% cold +6% lightning +9% darkness Res.pen +20% arcane +20% fire On Melee Ret: * 10% chance to reduce damage dealt by 29% * 9% chance to blind ----- def ----- Fatigue -4% Resists +3% fire HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Res.pen +26% cold ----- def ----- Resists +15% nature +12% lightning Phys.save +18 (+8 eff.) Mind.save +9 (+2 eff.) Teleport- +21% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex +14 Mag +15 Cun dps ---------- Res.pen +33% nature +25% cold ----- def ----- Resists +7% arcane Mind.save +15 (+3 eff.) ---------- misc Max.hate +13.08 See.Invis +21 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +2 Cun +8 Con dps ---------- Spell.crit +6% Spell.pwr +5 (+0 eff.) Dmg.mod +7% acid +8% fire +8% cold +8% lightning ----- def ----- Resists +24% nature +30% temporal Phys.save +15 (+7 eff.) Die.at -60.00 life Max.HP +73.00 HP.reg +8.00 Pinning- +38% Knockbk- +50% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +13 Con dps ---------- Phys.crit +4.0% Dmg.mod +9% acid Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +16 Phys.save +20 (+9 eff.) Max.HP +80.00 HP.reg +11.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% light Res.pen +29% mind ----- def ----- Armour +8 Fatigue -7% Resists +18% mind +15% acid Crit.dmg- 17.56% Die.at -93.64 life ---------- misc Max.enc +28 Max.psi +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +18% cold Melee Ret 6 cold 10 mind 6 light ----- def ----- Max.HP +54.00 HP.reg +7.00 Heal.mod +12% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 38.61 cold and 22.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +15 (+2 eff.) S.pwr/crit +8 Dmg.mod +12% arcane Melee Ret 4 arcane 6 fire ----- def ----- Spell.save +18 (+6 eff.) HP.reg +5.00 Stun/Frz- +38% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +12% mind Res.pen +26% lightning +26% fire +26% darkness Melee Ret 11 darkness 6 mind ----- def ----- Resists +18% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Max.HP +66.00 HP.reg +11.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 160.59 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Max.HP +72.00 HP.reg +18.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Max.HP +93.00 HP.reg +12.00 Heal.mod +19% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane 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 Mag +5 Wil +7 Con dps ---------- Spell.crit +5% Spell.pwr +27 (+4 eff.) Dmg.mod +9% blight +30% fire ----- def ----- Armour +10 Hardiness +10% Crit.dmg- 15.66% Phys.save +10 (+5 eff.) ---------- misc Mana/turn +0.40 Max.mana +188.00 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane 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: dps ---------- Spell.crit +5% Spell.pwr +39 (+6 eff.) S.pwr/crit +10 Dmg.mod +30% darkness +6% nature Res.pen +26% nature +10% fire On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +9% nature +14% temporal +15% darkness +6% fire Def/telep +21 Res/telep +25% Dur/telep +21% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 123.01 to 147.61 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane 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: dps ---------- Spell.crit +15% Spell.pwr +21 (+3 eff.) Dmg.mod +30% cold +18% temporal Res.pen +15% cold Phasing +16% ----- def ----- Defense +12 (+2 eff.) Resists +3% cold Shield.pwr +12% Anom.red +10 ---------- misc Talents +1 Command Staff On Spell Hit: 10% Freeze 1 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane 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 +7 Cun +11 Wil dps ---------- Spell.crit +5% Mind.crit +4% Spell.pwr +34 (+5 eff.) Dmg.mod +30% darkness +12% arcane Res.pen +20% arcane ----- def ----- Spell.save +24 (+8 eff.) Mind.save +24 (+6 eff.) ---------- misc Vim/s.crit +2.72 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 137% 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 ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +13 (+3 eff.) Spell.pwr +36 (+6 eff.) Dmg.mod +30% lightning +24% temporal +30% fire +30% arcane +30% cold Res.pen +25% nature Acc +13 (+5 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +14 (+3 eff.) ---------- misc Light +5 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 207.31 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 152% 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: dps ---------- Spell.crit +16% Crit.mult +59.00% Spell.pwr +27 (+4 eff.) Melee+ 32 fire Dmg.mod +42% arcane +9% mind Res.pen +5% cold ----- def ----- Resists +9% acid +2% physical +9% fire Spell.save +9 (+3 eff.) Confus- +20% ---------- misc See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/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 +7 Con dps ---------- Phys.crit +25.0% Spell.crit +13% Crit.mult +10.00% Phys.pwr +27 (+7 eff.) Spell.pwr +40 (+6 eff.) Dmg.mod +30% lightning +12% physical Acc +30 (+9 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% temporal Die.at -40.00 life HP.reg +2.00 Heal.mod +25% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Master Power 137% 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: Stats +3 Cun dps ---------- Phys.crit +6.0% Spell.crit +23% Crit.mult +32.00% Phys.pwr +12 (+3 eff.) Spell.pwr +25 (+4 eff.) Mind.pwr +30 (+7 eff.) Dmg.mod +30% cold Acc +11 (+4 eff.) ----- def ----- Resists +12% acid ---------- misc Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master 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% While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +30 (+9 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 40 While equipped: dps ---------- Res.pen +19% all Acc +34 (+10 eff.) Apr +20 ----- def ----- Disease- +41% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +27 cold +25 mind On Crit.r2 +24 temporal On Hit: * 35% chance to reduce all saves and defense by 36 * 27% chance to reduce strength, dexterity, and constitution by 40 * 27% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +33% blight +27% cold ----- def ----- Resists +18% lightning Def/telep +20 Res/telep +20% Dur/telep +20% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Con +12 Wil ----- def ----- Max.HP +110.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% all Acc +25 (+8 eff.) Apr +14 Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +11 Str +7 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +15% physical Res.pen +15% physical Acc +22 (+7 eff.) ----- def ----- Disarm- +35% One-handed war axes. |
![]() 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 40 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 25.31 acid and 35.30 blight damage. If not cleared after five turns it will inflict 200.43 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 15 cold Dmg.mod +7% physical +11% cold Res.pen +6% physical +9% cold ----- def ----- Armour +13 Resists +5% physical +8% cold ---------- misc 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 T5 arrow ammo [Rare] Nature Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +27 temporal +27 light +27 mind +29 nature On Hit.r1 +27 light On Hit: * 27% chance to gain 10% of a turn (3/turn limit) * 27% chance to reduce all saves and defense by 36 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Fatigue +8% Resists +20% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 (518) is absorbed, or the time runs out (9 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. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +25 Fatigue +22% Resists +13% acid +11% physical +10% cold +13% lightning +12% fire A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +9% mind Acc +10 (+4 eff.) Apr +4 ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue -10% Resists +15% light +15% darkness Phys.save +15 (+7 eff.) ---------- misc Max.enc +54 Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +10 Mag +11 Wil +6 Cun +9 Lck dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +9% temporal Res.pen +10% light ----- def ----- Defense +5 (+1 eff.) Resists +6% acid +2% physical +12% mind Stealth +15 HP.reg +4.00 ---------- misc T.Disarm +30 Infravis +6 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil +7 Mag dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +7 (+1 eff.) S.pwr/crit +4 ----- def ----- Phys.save +10 (+5 eff.) Spell.save +6 (+2 eff.) HP.reg +3.50 Heal.mod +15% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Mag +6 Wil +5 Cun dps ---------- Dmg.mod +9% arcane +6% acid Res.pen +15% arcane +5% acid Against +38% Summoned ----- def ----- Resists +6% acid +13% temporal +12% lightning D.Red.from +41% Summoned ---------- misc Mana/turn +0.50 Max.mana +55.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +7 (+3 eff.) Mind.save +3 (+0 eff.) Max.HP +100.00 HP.reg +4.00 Poison- +20% Disarm- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T5 feet armor [Random Unique] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +15% cold Res.pen +10% darkness +20% cold Melee Ret 10 cold ----- def ----- Armour +5 Fatigue -9% Resists +15% lightning +14% temporal +6% darkness Max.HP +54.00 HP.reg +11.00 Heal.mod +19% ---------- misc Stam/turn +0.70 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Lck +7 Dex dps ---------- Dmg.mod +3% blight Res.pen +20% arcane Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 50% ----- def ----- Armour +5 Resists +9% acid +5% arcane +9% blight Stealth +15 Silence- +100% Confus- +88% Stun/Frz- +84% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +30% lightning +15% light Melee Ret 6 temporal ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +13 Dex ----- def ----- Armour +5 Defense +21 (+4 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +32% mind Res.pen +26% lightning +26% acid ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +15% cold 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 [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +20% acid ----- def ----- Armour +2 Resists +9% acid Mind.save +18 (+4 eff.) Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +8 (+1 eff.) Melee+ 7 blight 9 arcane Dmg.mod +7% blight +6% arcane ----- def ----- Armour +8 Fatigue +5% Resists +8% blight +6% arcane +12% nature Mind.save +11 (+2 eff.) Max.HP +54.00 Confus- +20% Stun/Frz- +10% Unarmed combat: Power 148% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 arcane On Crit.r2 +9 blight On Hit: 20% Soul Rot 5 On Hit: 10% Battle Shout 5 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.crit +8% Crit.mult +5.00% Spell.pwr +27 (+4 eff.) Melee+ 17 arcane 12 lightning Dmg.mod +9% arcane +10% lightning ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +18% darkness +9% arcane ---------- misc Mana/turn +0.40 Vim/s.crit +2.00 Unarmed combat: Power 133% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +27 arcane On Crit.r2 +13 lightning On Hit: 10% Elemental Bolt 5 On Hit: 10% Lightning Breath 5 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Defense +3 (+0 eff.) Resists +6% lightning +6% temporal +6% light +6% fire +6% nature +6% acid +6% blight +6% cold +7% darkness ---------- misc Mana/turn +2.20 Mana/ret +2.50 Max.mana +76.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Spell.pwr +9 (+1 eff.) On Hit (Melee): * 21% chance to reduce armor by 50% ----- def ----- Defense +3 (+0 eff.) Resists +7% lightning +7% temporal +7% light +5% fire +6% nature +8% acid +8% blight +7% cold +8% darkness Shield.pwr +13% Mind.save +6 (+1 eff.) HP.reg +3.00 ---------- misc Mana/turn +2.60 Mana/ret +1.60 Equi/ret +0.08 Psi/ret +0.04 Max.mana +75.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +25% cold ----- def ----- Armour +3 Defense +20 (+4 eff.) Fatigue +3% ---------- misc Stam/ret +1.30 Equi/ret +1.50 A cap made of leather. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +21% acid +33% temporal Res.pen +33% darkness +25% cold ----- def ----- Armour +5 Fatigue +5% Resists +30% acid +12% cold Def/telep +20 Res/telep +20% Dur/telep +20% A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +9% cold Res.pen +33% acid +33% cold Melee Ret 6 arcane 4 temporal On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +30% acid +9% cold +7% arcane +20% temporal ---------- misc Psi/turn +0.25 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning +6% mind Res.pen +20% darkness +25% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Con ----- def ----- Armour +14 Defense +8 (+1 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 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 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Mag +2 Cun +2 Con dps ---------- Spell.crit +6% Res.pen +10% nature Acc +6 (+2 eff.) Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Resists +9% nature +5% arcane ---------- misc Max.mana +30.00 Light +1 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +18% blight +9% nature +6% light Res.pen +10% blight +5% light Apr +14 Melee Ret 10 light 4 blight ----- def ----- Resists +10% darkness +14% nature Affinity +15% darkness ---------- misc Infravis +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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. |
![]() 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 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 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +12% blight +3% fire Spell.save +3 (+1 eff.) Confus- +10% Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to reduce fatigue by 38% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
By Keal the Drem Alchemist level 37
31st Dearth 122nd year of Ascendancy at 03:31 see stats
By Keal the Drem Alchemist level 35
25th Dearth 122nd year of Ascendancy at 03:55 see stats
By Keal the Drem Alchemist level 50
22nd Loss 122nd year of Ascendancy at 04:10 see stats
By Keal the Drem Alchemist level 35
24th Dearth 122nd year of Ascendancy at 18:10 see stats
By Keal the Drem Alchemist level 42
4th Loss 122nd year of Ascendancy at 20:09 see stats
By Keal the Drem Alchemist level 50
19th Loss 122nd year of Ascendancy at 14:16 see stats
By Keal the Drem Alchemist level 38
32nd Dearth 122nd year of Ascendancy at 23:46 see stats
By Keal the Drem Alchemist level 36
28th Dearth 122nd year of Ascendancy at 14:51 see stats
By Keal the Drem Alchemist level 37
30th Dearth 122nd year of Ascendancy at 00:01 see stats
By Keal the Drem Alchemist level 33
20th Dearth 122nd year of Ascendancy at 09:02 see stats
By Keal the Drem Alchemist level 49
17th Loss 122nd year of Ascendancy at 08:38 see stats
By Keal the Drem Alchemist level 23
27th Profit 122nd year of Ascendancy at 19:19 see stats
By Keal the Drem Alchemist level 50
30th Loss 122nd year of Ascendancy at 13:58 see stats
By Keal the Drem Alchemist level 35
25th Dearth 122nd year of Ascendancy at 11:23 see stats
By Keal the Drem Alchemist level 33
20th Dearth 122nd year of Ascendancy at 11:12 see stats
By Keal the Drem Alchemist level 44
5th Loss 122nd year of Ascendancy at 13:19 see stats
By Keal the Drem Alchemist level 10
25th Voratun 122nd year of Ascendancy at 17:41 see stats
By Keal the Drem Alchemist level 20
21st Profit 122nd year of Ascendancy at 23:37 see stats
By Keal the Drem Alchemist level 30
12nd Wealth 122nd year of Ascendancy at 02:41 see stats
By Keal the Drem Alchemist level 40
35th Dearth 122nd year of Ascendancy at 03:51 see stats
By Keal the Drem Alchemist level 50
17th Loss 122nd year of Ascendancy at 21:32 see stats
By Keal the Drem Alchemist level 50
29th Loss 122nd year of Ascendancy at 04:29 see stats
By Keal the Drem Alchemist level 50
18th Loss 122nd year of Ascendancy at 05:34 see stats
By Keal the Drem Alchemist level 32
6th Dearth 122nd year of Ascendancy at 20:40 see stats
By Keal the Drem Alchemist level 25
33rd Profit 122nd year of Ascendancy at 01:27 see stats
By Keal the Drem Alchemist level 14
10th Profit 122nd year of Ascendancy at 11:05 see stats
By Keal the Drem Alchemist level 37
31st Dearth 122nd year of Ascendancy at 07:24 see stats
By Keal the Drem Alchemist level 9
24th Voratun 122nd year of Ascendancy at 18:38 see stats
By Keal the Drem Alchemist level 8
20th Voratun 122nd year of Ascendancy at 13:34 see stats
By Keal the Drem Alchemist level 49
16th Loss 122nd year of Ascendancy at 00:51 see stats
By Keal the Drem Alchemist level 38
32nd Dearth 122nd year of Ascendancy at 06:52 see stats
By Keal the Drem Alchemist level 11
29th Voratun 122nd year of Ascendancy at 02:24 see stats
By Keal the Drem Alchemist level 40
36th Dearth 122nd year of Ascendancy at 17:59 see stats
By Keal the Drem Alchemist level 23
29th Profit 122nd year of Ascendancy at 11:06 see stats
By Keal the Drem Alchemist level 18
20th Profit 122nd year of Ascendancy at 02:20 see stats
By Keal the Drem Alchemist level 34
23rd Dearth 122nd year of Ascendancy at 17:41 see stats
By Keal the Drem Alchemist level 50
18th Loss 122nd year of Ascendancy at 05:31 see stats
Log
Talent Track is ready to use.
Talent Fire Storm is ready to use.
Talent Infusion: Healing is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Stormshield is ready to use.
Talent Chant of Fortitude is ready to use.
Keal activates Chant of Fortitude.
Talent Caustic Mire is ready to use.
Talent Gem Portal is ready to use.
Talent Flash Freeze is ready to use.
Talent Smoke Bomb is ready to use.
Today is the 6th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Infusion: Healing is ready to use.
Talent Elemental Harmony is ready to use.
Talent Frost Infusion is ready to use.
Talent Defensive Posture is ready to use.
Keal activates Defensive Posture.
Keal activates Elemental Harmony.
Keal activates Frost Infusion.
Talent Ice Core is ready to use.
Talent Living Lightning is ready to use.
Talent Body of Fire is ready to use.
Keal activates Ice Core.
Keal activates Living Lightning.
Keal activates Body of Fire.
Keal turns into pure flame!
Rested for 43 turns (stop reason: all resources and life at maximum).
Saving done.
The raging fire around Keal calms down and disappears.