









Character
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. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: 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 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:
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 | Ghoul |
Class | Paradox Mage |
Level / Exp | 50 / 1939% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 7 on the 8th Mirth 122nd year of Ascendancy at 12:17 1 / 6Killed by Weirdling Beast at level 22 on the 41st Dusk 122nd year of Ascendancy at 21:20 Killed by Xanidhewe the cutpurse at level 33 on the 24th Regrowth 123rd year of Ascendancy at 05:57 Killed by vampire lord at level 45 on the 64th Pyre 123rd year of Ascendancy at 11:39 Killed by Hykhad at level 45 on the 66th Pyre 123rd year of Ascendancy at 07:54 Killed by Hykhad's temporal clone at level 47 on the 70th Pyre 123rd year of Ascendancy at 09:57 |
Primary Stats
Strength | 26 (base 9) |
Dexterity | 30 (base 15) |
Constitution | 70 (base 35) |
Magic | 124 (base 63) |
Willpower | 83 (base 65) |
Cunning | 112 (base 60) |
Resources
Life | 1600/1600 |
Paradox | 300 |
Healing Factor | 1.3772792565121 |
Regeneration | 15.494391635761 |
Speed
Mental | -1.8118839761883E-11% |
Attack | -1.8118839761883E-11% |
Movement | +98.864043902777% |
Spell | -1.8118839761883E-11% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8.0000000000002 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 52 |
Accuracy | 24 |
Crit Chance | 58% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 77% |
Speed | 1.0000000000002 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 55% |
Speed | 1.0000000000002 |
Offense: Damage Bonus
Blight | +42% |
Arcane | +89% |
Cold | +61% |
All | +12% |
Lightning | +34% |
Temporal | +110% |
Physical | +40% |
Darkness | +43% |
Fire | +45% |
Nature | +48% |
Offense: Damage Penetration
Darkness | +35% |
Physical | +30% |
Temporal | +25% |
Blight | +35% |
Arcane | +50% |
Cold | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 79.060548570799 (73.304188961773%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 48 |
Mental Save | 45 |
Defense: Resistances
Physical | + 46%( 70%) |
Darkness | + 61%( 70%) |
Nature | + 38%( 70%) |
Temporal | + 37%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 59%( 70%) |
Mind | + 39%( 70%) |
All | + 31%( 70%) |
Defense: Immunities
Silence Resistance | 73% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Stun Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 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 720 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 50 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 Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Phase Pulse |
talent | Reality Smearing |
talent | Disintegration |
talent | Empower |
talent | Matrix |
talent | Contingency |
talent | Extension |
beneficial effect | The target is moving is 99% faster. 3 Celerity |
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 failed to protect the lone alchemist from death by Hykhad. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Hykhad. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Glorivena the black mamba. Escort: lost defiler (level 4 of Old Forest) | failed |
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 Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Velatta the skeleton warrior. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by ninurlhing. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by shadow. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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: 2426. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 283 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Dmg.mod +9% physical +21% cold Res.pen +15% physical +15% all Apr +13 ----- def ----- Resists +4% physical ---------- misc Stam/turn +3.00 Max.stam +30.00 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Mag +2 Wil +4 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +9% mind +12% blight Die.at -60.00 life ---------- misc Mana/turn +0.27 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +39% temporal +27% nature Melee Ret 13 nature 10 lightning ----- def ----- Resists +18% darkness Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 665 physical damage Puts all charms on 15 cooldown 100% to heal for 101. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 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 6.1 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 504.15 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +20.00% S.pwr/crit +8 Dmg.mod +9% arcane Res.pen +25% arcane ----- def ----- Max.HP +70.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.psi +40.00 A belt that goes around your waist. |
In main hand | ![]() 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 +15 Mag +20 Cun +18 Con dps ---------- Spell.crit +5% Crit.mult +80.00% Phys.pwr +5 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +15% physical +30% temporal ----- def ----- Armour +11 Hardiness +10% Phys.save +14 (+5 eff.) ---------- misc Stam/turn +2.00 N.En/turn +0.40 Vim/s.crit +14.00 Max.vim +87.00 Max.N.En +97.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Mag dps ---------- Phys.crit +16.0% Spell.crit +17% Mind.crit +20% Crit.mult +15.00% Melee+ 15 nature Dmg.mod +11% arcane +24% cold +6% darkness +9% nature Res.pen +10% blight Melee Ret 4 darkness 8 cold ----- def ----- Armour +3 Fatigue +5% Resists +10% nature HP.reg +11.00 ---------- misc Stam/turn +1.90 Max.stam +40.00 Unarmed combat: Power 146% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +24.0% Atk.spd 83% Melee+ +19 arcane On Crit.r2 +15 nature +11 arcane On Hit: 10% Nightmare 5 On Hit: 10% Venomous Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +10 Wil dps ---------- Spell.crit +4% Spell.pwr +26 (+5 eff.) S.pwr/crit +6 Dmg.mod +17% arcane +29% temporal ----- def ----- Resists +15% all Silence- +43% ---------- misc Max.mana +43.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +15% cold +20% darkness +10% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 32 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness +9% temporal Phys.save +15 (+5 eff.) Mind.save +13 (+4 eff.) Stealth +24 Die.at -50.00 life Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Cun dps ---------- Crit.mult +39.00% Spell.pwr +24 (+5 eff.) Dmg.mod +30% blight +29% fire Res.pen +10% blight Melee Ret 8 acid On Hit (Melee): * 23% chance to reduce all saves and defense by 32 * 20% chance to reduce strength, dexterity, and constitution by 35 * 10% chance to reduce armor by 45% ----- def ----- Resists +3% mind Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 97 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 434 life over 5 turns. 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. |
![]() 0.1 rune scroll [Ego] 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 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 189 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. 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 12 Travel.spd 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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 create a protective shield absorbing at most 260 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 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 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +6% Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +13% mind Confus- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.08 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +13% lightning Die.at -60.00 life Heal.mod +5% Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 870.80 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 3.2 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 2 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +18.00% Spell.pwr +9 (+2 eff.) Dmg.mod +9% blight +10% fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Res.Cap +4% all Phys.save +20 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con ----- def ----- Resists +12% acid +6% fire +3% darkness +12% cold Phys.save +38 (+11 eff.) Spell.save +40 (+13 eff.) Mind.save +40 (+13 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +4 Dex dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +18% physical Res.pen +34% temporal +20% physical Acc +41 (+19 eff.) ----- def ----- Resists +7% physical +21% temporal Pinning- +50% Knockbk- +47% ---------- misc Max.stam +40.80 Light +4 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +9% temporal Res.pen +10% light +29% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +9% darkness +17% mind Res.Cap +7% all Phys.save +27 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% cold Res.pen +25% lightning Melee Ret 10 nature 10 lightning On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +39% lightning +6% nature Stun/Frz- +50% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck dps ---------- Acc +15 (+8 eff.) ----- def ----- Defense +13 (+3 eff.) Unseen.red 16% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% darkness +8% temporal +8% light +8% physical Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil +6 Mag dps ---------- Spell.crit +6% Mind.crit +6% Crit.mult +20.00% Spell.pwr +6 (+1 eff.) Dmg.mod +8% darkness +8% temporal +8% light +8% physical Res.pen +25% mind ----- def ----- Mind.save +18 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil ----- def ----- Resists +9% mind +9% temporal Phys.save +6 (+2 eff.) Max.HP +24.00 Disarm- +24% Confus- +20% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+3 eff.) Max.HP +45.00 HP.reg +6.00 Heal.mod +12% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 20 light Ranged+ 15 light Dmg.mod +13% light Res.pen +20% lightning Acc +10 (+5 eff.) Apr +11 Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +10 (+2 eff.) Resists +6% mind +6% lightning Mind.save +9 (+3 eff.) Confus- +28% Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 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 [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- 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 [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Silence- +29% ---------- misc Mana/turn +0.20 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +8% nature +7% blight Max.HP +64.00 HP.reg +10.00 Heal.mod +12% Poison- +15% Disease- +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Mag +6 Wil +4 Con dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 21 light Ranged+ 15 light Dmg.mod +21% light +18% acid Res.pen +5% light ----- def ----- Resists +12% acid +6% light Spell.save +14 (+4 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness +12% arcane Res.pen +20% arcane ----- def ----- Resists +15% blight +12% fire +36% darkness Crit.dmg- 10.00% Die.at -82.75 life HP.reg +4.14 Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 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 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +7 Mag +13 Wil +21 Cun dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +26 (+8 eff.) Dmg.mod +12% arcane ----- def ----- Resists +3% light +3% temporal Crit.dmg- 5.00% HP.reg +4.14 Heal.mod +5% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Con ----- def ----- Spell.save +15 (+5 eff.) Mind.save +11 (+4 eff.) Confus- +47% ---------- misc Max.stam +32.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +8 Mag dps ---------- Crit.mult +25.00% ----- def ----- Fatigue -9% Crit.dmg- 19.50% Die.at -104.00 life ---------- misc Max.enc +34 Stam/turn +3.90 Max.stam +39.00 Rings make your fingers look great! |
![]() 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 (+10 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 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 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: dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +25 (+5 eff.) Dmg.mod +30% acid +30% darkness +42% blight +30% fire +15% mind Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +18% light ---------- misc Mana/turn +0.12 Max.mana +60.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Temporal Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. This item has been sent to the Item's Vault. |
![]() 5.0 T5 staff 1H weapon [Random Unique] 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: Stats +3 Str +11 Con dps ---------- Spell.crit +5% Phys.pwr +25 (+13 eff.) Spell.pwr +31 (+6 eff.) Dmg.mod +30% lightning ----- def ----- Resists +6% light +3% blight Phys.save +9 (+3 eff.) HP.reg +3.20 Heal.mod +55% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 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 ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +25 (+5 eff.) Melee+ 45 arcane Dmg.mod +30% acid ----- def ----- Armour +8 Defense +8 (+2 eff.) ---------- misc Max.mana +103.00 Wards +2 acid Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 170% 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 130 cold damage (1/turn) While equipped: dps ---------- Phys.crit +21.0% Crit.mult +47.00% Dmg.mod +42% cold Res.pen +38% cold Apr +21 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature Power 168% 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 +21 Con +21 Wil ----- def ----- Max.HP +119.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 171% 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 +16 Str dps ---------- Dmg.mod +21% physical Acc +34 (+17 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 194% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Str +19 Dex +9 Mag +19 Wil +19 Cun +19 Con Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Nature Power 173% 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 nature On Hit.r1 +27 fire Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 164% 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% On Crit: * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 While equipped: dps ---------- Phys.crit +21.0% Crit.mult +49.00% Apr +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+4 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 nature While equipped: dps ---------- Res.pen +12% physical Acc +25 (+13 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 152% 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 ---------- Phys.crit +13.0% Crit.mult +35.00% Res.pen +10% physical Acc +25 (+13 eff.) Apr +30 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature/Psionic Power 160% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +25 mind On Hit: * 34% chance to reduce all saves and defense by 32 While equipped: Stats +22 Wil +7 Cun +15 Con ----- def ----- Max.HP +110.00 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 189% 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 +5 Dex dps ---------- Dmg.mod +27% nature ----- def ----- Resists +7% arcane +18% cold Crit.dmg- 20.00% Mind.save +21 (+7 eff.) Heal.mod +27% Poison- +27% Teleport- +27% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 152% 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: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +8 (+4 eff.) One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane Power 150% 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: * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +13 (+4 eff.) Dmg.mod +21% mind ----- def ----- Phys.save +7 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +2.10 Psi/m.crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +25% lightning +25% fire +24% cold ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Equi/ret +2.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 10 lightning 10 physical 5 fire 10 acid 10 cold ----- def ----- Resists +10% lightning +8% physical +8% cold +7% fire +10% acid Max.HP +50.00 HP.reg +1.90 ---------- 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. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +77 fire While equipped: dps ---------- All.spd +15% Res.pen +38% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +16 lightning On Crit.r2 +126 fire While equipped: Stats +14 Str +10 Mag +4 Wil +6 Con dps ---------- Crit.mult +27.20% All.spd +16% Res.pen +38% fire ----- def ----- Resists +12% temporal ---------- misc Max.vim +40.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +13% all Acc +21 (+11 eff.) Apr +13 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 189% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 22 Ranged+ +48 physical +27 temporal On Hit.r1 +20 blight +4 cold +12 temporal On Crit.r2 +12 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to knock the target back 3 spaces and deal 214 physical damage * 25% chance for lightning to strike from the target to a second target dealing 130 damage On Crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Psionic Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 169 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 192% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +16.0% Capacity 21 Proj.spd +272% Ranged+ +16 blight +20 physical On Hit.r1 +24 nature While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 acid On shield block: * Cause enemies within radius 6 to bleed for 94 physical damage over 5 turns (1/turn) Melee Ret 16 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- Melee+ 25 acid 25 nature On Hit (Melee): * 13 arcane resource burn On Melee Ret: * 14 arcane resource burn ----- def ----- Armour +10 Fatigue +8% Resists +20% acid +18% physical +20% nature ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +13% Spell.pwr +25 (+5 eff.) ----- def ----- Resists +9% all Spell.save +21 (+7 eff.) ---------- misc Mana/turn +0.22 Max.mana +64.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+5 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 3.2 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 4 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: Stats +5 Cun dps ---------- Spell.crit +9% Spell.pwr +9 (+2 eff.) Dmg.mod +26% lightning +16% light +25% darkness ----- def ----- Resists +39% lightning +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +10 Mag dps ---------- Dmg.mod +28% physical +28% temporal +30% cold Res.pen +15% temporal +14% physical ----- def ----- Resists +15% all +45% cold Anom.red +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +28% lightning +25% physical +30% cold ----- def ----- Resists +10% lightning +11% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +33% arcane +12% fire Res.pen +25% light +30% acid Melee Ret 14 light ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +10% mind +33% cold Mind.save +24 (+8 eff.) ---------- misc Mana/s.crit +2.72 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: Stats +8 Str +9 Mag +8 Wil dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +10% Phys.pwr +25 (+13 eff.) Spell.pwr +25 (+5 eff.) Mind.pwr +25 (+7 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% lightning +20% light +19% darkness A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Cun +4 Wil dps ---------- Dmg.mod +12% cold Res.pen +34% mind Melee Ret 14 darkness On Hit (Melee): * 27% chance to reduce damage dealt by 26% ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +2% Resists +18% cold Phys.save +12 (+4 eff.) Mind.save +24 (+8 eff.) ---------- misc Psi/ret +0.16 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +10 Con ----- def ----- Armour +16 Fatigue +36% Resists -20% light +11% fire +15% darkness +10% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +35 (+12 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +6 Str +5 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +75.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +25% blight +30% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +41% temporal Res.pen +34% arcane +20% temporal On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +21% blight +15% fire +9% lightning +12% cold A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +22 (+5 eff.) Resists +10% acid +10% fire +9% lightning +10% cold Stealth +15 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +11 Mag dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Mana/turn +0.57 Max.mana +46.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 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 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 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 [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -8% Max.HP +53.00 ---------- misc Stam/turn +0.80 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Cun +6 Con ----- def ----- Armour +5 Phys.save +22 (+7 eff.) Mind.save +23 (+8 eff.) ---------- misc Stam/turn +1.30 Max.stam +40.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +8 Wil +5 Cun dps ---------- Spell.crit +5% Dmg.mod +6% blight Res.pen +5% acid ----- def ----- Armour +5 Fatigue +4% Resists +15% blight +15% acid Phys.save +15 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+5 eff.) Silence- +40% Confus- +35% Stun/Frz- +50% ---------- misc Mana/turn +0.60 Max.mana +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Wil +11 Cun +6 Con dps ---------- Spell.pwr +13 (+3 eff.) Res.pen +20% darkness +20% temporal ----- def ----- Armour +5 Fatigue +4% Resists +9% acid +30% temporal +26% darkness +6% arcane +15% fire +3% mind +15% cold Phys.save +24 (+7 eff.) Mind.save +25 (+8 eff.) Def/telep +29 Res/telep +20% Dur/telep +30% 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: ----- def ----- Armour +15 Fatigue +4% Resists +15% acid +15% fire +14% lightning +13% cold 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 +5 Cun +6 Con ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue +4% Phys.save +25 (+7 eff.) Mind.save +25 (+8 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +9 Dex +2 Wil +6 Cun +5 Con dps ---------- Phys.pwr +18 (+9 eff.) Melee+ 14 blight Dmg.mod +10% blight Acc +10 (+5 eff.) Apr +14 Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +9 Fatigue +5% Resists +10% blight Crit.dmg- 17.75% Mind.save +14 (+5 eff.) Max.HP +77.00 ---------- misc See.Invis +6 Unarmed combat: Power 158% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +23 Apr +25 Crit +10.0% Atk.spd 83% On Crit.r2 +14 blight On Hit: 20% Soul Rot 5 On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego+] Arcane/Master While equipped: Stats +6 Mag +14 Wil dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Phys.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +11% blight Mind.save +15 (+5 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% cold Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +12% cold ---------- misc Light +3 Breathe water 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+] Nature/Disrupt While equipped: Stats +7 Cun dps ---------- Acc +12 (+6 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +5% Resists +11% nature +15% blight 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+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +12% fire +15% lightning +13% 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+] Arcane/Master While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.crit +5% Dmg.mod +20% blight +20% arcane ----- def ----- Armour +9 Fatigue +5% ---------- misc Infravis +4 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 +9 Str +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +15 (+5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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. |
![]() 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 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 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 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 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. |
![]() 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 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +5% arcane +9% blight Mind.save +11 (+4 eff.) Max.HP +59.00 ---------- misc Light +9 See.Stealth +21 See.Invis +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +6 Con ----- def ----- Defense +15 (+4 eff.) Resists +12% blight Phys.save +20 (+6 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+7 eff.) HP.reg +14.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Armour +2 Defense +4 (+1 eff.) Resists +3% blight +6% physical +3% cold Max.HP +40.00 Cut- +20% 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/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light +14% fire +21% arcane +13% mind Res.pen +15% blight +25% physical ----- def ----- Resists +13% darkness Affinity +15% darkness Mind.save +14 (+5 eff.) ---------- misc Light +3 Infravis +8 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 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. |
![]() 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 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. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 794.60 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Resists +6% fire +3% temporal Spell.save +9 (+3 eff.) Silence- +20% Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 97 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 665 physical damage Puts all charms on 15 cooldown 100% to heal for 87. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light +30% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% acid Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +9% mind Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 Hykhad the Ghoul Paradox Mage level 32
24th Regrowth 123rd year of Ascendancy at 04:43 see stats
By Hykhad the Ghoul Paradox Mage level 35
39th Regrowth 123rd year of Ascendancy at 07:14 see stats
By Hykhad the Ghoul Paradox Mage level 50
27th Dusk 123rd year of Ascendancy at 22:15 see stats
By Hykhad the Ghoul Paradox Mage level 35
27th Regrowth 123rd year of Ascendancy at 14:36 see stats
By Hykhad the Ghoul Paradox Mage level 39
78th Regrowth 123rd year of Ascendancy at 01:50 see stats
By Hykhad the Ghoul Paradox Mage level 50
27th Dusk 123rd year of Ascendancy at 10:46 see stats
By Hykhad the Ghoul Paradox Mage level 38
67th Regrowth 123rd year of Ascendancy at 00:22 see stats
By Hykhad the Ghoul Paradox Mage level 37
63rd Regrowth 123rd year of Ascendancy at 03:05 see stats
By Hykhad the Ghoul Paradox Mage level 31
19th Regrowth 123rd year of Ascendancy at 11:43 see stats
By Hykhad the Ghoul Paradox Mage level 27
33rd Haze 122nd year of Ascendancy at 13:44 see stats
By Hykhad the Ghoul Paradox Mage level 50
53rd Dusk 123rd year of Ascendancy at 13:24 see stats
By Hykhad the Ghoul Paradox Mage level 21
39th Dusk 122nd year of Ascendancy at 17:58 see stats
By Hykhad the Ghoul Paradox Mage level 50
37th Dusk 123rd year of Ascendancy at 23:23 see stats
By Hykhad the Ghoul Paradox Mage level 50
49th Dusk 123rd year of Ascendancy at 02:36 see stats
By Hykhad the Ghoul Paradox Mage level 29
59th Haze 122nd year of Ascendancy at 13:59 see stats
By Hykhad the Ghoul Paradox Mage level 41
78th Regrowth 123rd year of Ascendancy at 06:13 see stats
By Hykhad the Ghoul Paradox Mage level 10
1st Summertide 122nd year of Ascendancy at 11:39 see stats
By Hykhad the Ghoul Paradox Mage level 20
38th Dusk 122nd year of Ascendancy at 02:22 see stats
By Hykhad the Ghoul Paradox Mage level 30
3rd Decay 122nd year of Ascendancy at 22:56 see stats
By Hykhad the Ghoul Paradox Mage level 40
78th Regrowth 123rd year of Ascendancy at 02:05 see stats
By Hykhad the Ghoul Paradox Mage level 50
13rd Dusk 123rd year of Ascendancy at 23:07 see stats
By Hykhad the Ghoul Paradox Mage level 50
39th Dusk 123rd year of Ascendancy at 01:00 see stats
By Hykhad the Ghoul Paradox Mage level 47
70th Pyre 123rd year of Ascendancy at 19:18 see stats
By Hykhad the Ghoul Paradox Mage level 26
55th Dusk 122nd year of Ascendancy at 22:17 see stats
By Hykhad the Ghoul Paradox Mage level 39
78th Regrowth 123rd year of Ascendancy at 01:58 see stats
By Hykhad the Ghoul Paradox Mage level 29
67th Haze 122nd year of Ascendancy at 01:54 see stats
By Hykhad the Ghoul Paradox Mage level 37
63rd Regrowth 123rd year of Ascendancy at 07:11 see stats
By Hykhad the Ghoul Paradox Mage level 50
53rd Dusk 123rd year of Ascendancy at 13:23 see stats
By Hykhad the Ghoul Paradox Mage level 45
64th Pyre 123rd year of Ascendancy at 11:37 see stats
By Hykhad the Ghoul Paradox Mage level 10
1st Summertide 122nd year of Ascendancy at 11:42 see stats
By Hykhad the Ghoul Paradox Mage level 49
13rd Dusk 123rd year of Ascendancy at 22:10 see stats
By Hykhad the Ghoul Paradox Mage level 12
12nd Dusk 122nd year of Ascendancy at 19:31 see stats
By Hykhad the Ghoul Paradox Mage level 41
14th Pyre 123rd year of Ascendancy at 00:15 see stats
By Hykhad the Ghoul Paradox Mage level 22
43rd Dusk 122nd year of Ascendancy at 23:02 see stats
By Hykhad the Ghoul Paradox Mage level 16
20th Dusk 122nd year of Ascendancy at 14:50 see stats
By Hykhad the Ghoul Paradox Mage level 33
25th Regrowth 123rd year of Ascendancy at 23:16 see stats
Log
Hykhad is no longer surging arcane power.
Rested for 101 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hykhad picks up (a.): healing infusion (heal 97; cd 15).
Hykhad picks up (s.): starseer's voratun amulet.
Hykhad picks up (d.): shatter afflictions rune of the titan (absorb 189; cd 17).
Hykhad picks up ( .): prismatic drakeskin leather armour of thunder (20 def, 8 armour).
Hykhad picks up ( .): wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Hykhad picks up ( .): thaloren drakeskin leather cap (0 def, 5 armour).
Hykhad picks up ( .): fortifying voratun plate armour (0 def, 16 armour).
Hykhad picks up ( .): acidic voratun shield of shrapnel (0 def, 10 armour, 195 block).
Hykhad picks up (Z.): thought-forged voratun mace of enduring (159% power, 6 apr).
You pickup 2.45 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.60 gold pieces.
Hykhad picks up (R.): elemental voratun battleaxe of ruin (169% power, 4 apr).
Hykhad picks up (T.): voratun battleaxe of rage (171% power, 4 apr).
Hykhad picks up ( .): dragonslayer's voratun helm (0 def, 5 armour).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 5 turns (stop reason: terrain change on left side).