











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 39 / 33% |
Size | medium |
Lifes / Deaths | Killed by Sleeping Mayuvena at level 22 on the 16th Haze 122nd year of Ascendancy at 01:28 3 / 4Killed by Borfast the Broken at level 22 on the 17th Haze 122nd year of Ascendancy at 12:13 Killed by faerlhing at level 28 on the 44th Regrowth 123rd year of Ascendancy at 19:16 Killed by Mayuma the orc pyromancer at level 37 on the 57th Haze 123rd year of Ascendancy at 06:04 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 10) |
Magic | 200 (base 60) |
Willpower | 102 (base 60) |
Cunning | 57 (base 43) |
Resources
Life | 507/507 |
Mana | 554/624 |
Healing Factor | 1.0545771506546 |
Regeneration | 0.26364428766365 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +170.37721903755% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 22.261892058286 |
See Invisible | 51.740651331455 |
Offense: Mainhand
Damage | 68 |
Accuracy | -15 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 81% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +28% |
Arcane | +54% |
Cold | +25% |
All | 0% |
Lightning | +34% |
Light | +6% |
Temporal | +9% |
Physical | +40% |
Fire | +40% |
Mind | +6% |
Offense: Damage Penetration
Light | +5% |
Temporal | +15% |
Blight | +15% |
Physical | +47% |
Mind | +15% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 47.803709212581 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 6 |
Physical Save | 40 |
Spell Save | 70 |
Mental Save | 54 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 35%( 70%) |
All | + 13%( 70%) |
Lightning | + 35%( 70%) |
Temporal | + 50%( 70%) |
Mind | + 23%( 70%) |
Fire | + 45%( 70%) |
Darkness | + 56%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1290 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 295 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% 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 1050% for 10 turns (299 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Crystalline Focus |
talent | Secrets of the Eternals |
talent | Disruption Shield |
talent | Keen Senses |
talent | Shielding |
talent | Spellcraft |
beneficial effect | The target is surrounded by a time distortion, absorbing 1119/1119 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Increases global action speed by 70%. Speed |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)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 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 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: 723. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 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 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 371 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 | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee Ret 2 mind ----- def ----- Resists +6% darkness Crit.chn- 5.00% Cut- +10% Knockbk- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+4 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. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +9% lightning Melee Ret 6 mind ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Psi/ret +0.12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (412 total damage) Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +12 Wil dps ---------- Dmg.mod +6% blight +6% temporal Res.pen +15% blight +15% temporal ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Max.HP +30.00 Disarm- +21% Pinning- +20% Knockbk- +37% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +7 Wil +14 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.35 Max.mana +33.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +30% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% physical +6% light +24% arcane Res.pen +5% light +10% fire ----- def ----- Resists +15% temporal +15% darkness +12% fire Def/telep +24 Res/telep +25% Dur/telep +21% ---------- misc Talents +1 Command Staff On Spell Hit: 10% Ice Shards 6 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +11 Str +3 Mag +6 Con dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +15 (+8 eff.) Resists +29% darkness +27% temporal Phys.save +24 (+8 eff.) Spell.save +25 (+6 eff.) Mind.save +20 (+6 eff.) Max.HP +57.00 Def/telep +28 Res/telep +15% Dur/telep +30% ---------- misc Light +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% mind +15% fire Res.pen +15% mind Melee Ret 4 cold ----- def ----- Resists +12% mind Amulets make your neck look great! |
Inventory
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 444 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 407 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 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 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (197). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +11 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+8 eff.) Mov.spd +10% Dmg.mod +12% blight Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 ----- def ----- Armour +6 Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +18.00% Acc +7 (+7 eff.) Apr +10 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Phys.pwr +20 (+10 eff.) Res.pen +15% physical ----- def ----- Armour +6 Resists +3% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 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 25.23 cold and 28.31 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 +2 Con dps ---------- Mov.spd +10% Dmg.mod +6% physical Acc +18 (+18 eff.) Apr +7 ----- def ----- Defense +18 (+9 eff.) Resists +6% darkness Mind.save +7 (+2 eff.) Confus- +20% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Max.HP +31.00 Disarm- +20% Pinning- +22% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 20 light Ranged+ 16 light Dmg.mod +12% light Res.pen +25% fire Melee Ret 10 fire ----- def ----- Resists +15% fire ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 17 physical Ranged+ 29 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 34 On Hit (Ranged): * 14% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +3.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 59.5 - 89.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 146 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +38% cold Res.pen +27% cold Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 244 damage over 5 turns and reducing armor and accuracy by 31 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Power 48.5 - 63.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master/Psionic Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Con dps ---------- Phys.pwr +13 (+7 eff.) Res.pen +9% physical ----- def ----- Disarm- +26% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Disrupt/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +26% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +17% physical Acc +21 (+21 eff.) Apr +16 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Master Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 62 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con dps ---------- Phys.crit +14.0% Phys.pwr +26 (+13 eff.) Res.pen +14% physical ----- def ----- Disarm- +36% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Dex dps ---------- Phys.crit +13.0% Phys.spd +10% Acc +20 (+20 eff.) Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +22 fire While equipped: dps ---------- All.spd +7% Res.pen +13% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 acid +12 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% acid +5% nature Apr +9 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) All.spd +6% Melee+ 10 fire Dmg.mod +12% fire Res.pen +14% fire ----- def ----- Resists +13% fire ---------- 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 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Str +2 Dex +3 Mag +3 Wil +5 Cun +3 Con dps ---------- Mind.crit +8% Mind.pwr +13 (+3 eff.) Melee+ 12 lightning Dmg.mod +9% lightning +15% mind Res.pen +10% lightning ----- def ----- Resists +18% lightning ---------- misc 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. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A part of set. Power 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +3% Phys.pwr +12 (+6 eff.) Spell.pwr +21 (+4 eff.) Dmg.mod +5% arcane +25% physical ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+3 eff.) Dmg.mod +35% physical ----- def ----- Armour +4 Defense +15 (+8 eff.) Resists +12% darkness Disease- +20% ---------- misc Max.P.En +20.00 Max.N.En +20.00 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/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +17% Mind.crit +7% Crit.mult +15.00% Spell.pwr +31 (+6 eff.) Dmg.mod +30% physical +30% darkness +18% cold +30% temporal +30% light Phasing +24% ----- def ----- Defense +22 (+11 eff.) Shield.pwr +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +5% Spell.pwr +41 (+7 eff.) S.pwr/crit +10 Dmg.mod +30% cold Phasing +17% ----- def ----- Defense +20 (+10 eff.) Resists +6% nature +6% fire Shield.pwr +13% ---------- 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 30.0 - 36.0 Physical Uses 80% Mag 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 +15 (+3 eff.) Dmg.mod +30% fire ----- def ----- Armour +9 Defense +9 (+5 eff.) ---------- misc Wards +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Mag +7 Wil +12 Cun +6 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) S.pwr/crit +5 Dmg.mod +30% arcane ----- def ----- HP.reg +1.20 Heal.mod +20% ---------- 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 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +14% Spell.pwr +24 (+5 eff.) Melee+ 27 arcane Dmg.mod +30% fire ---------- misc Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Psionic/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +96 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 fire Melee Ret 14 fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: Stats +17 Str +4 Dex dps ---------- Dmg.mod +9% physical Acc +39 (+36 eff.) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 39 * 25% chance for lightning to strike from the target to a second target dealing 146 damage One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +16 nature On Hit: * 20% chance to slow global speed by 62% While equipped: Stats +8 Str +5 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +12% acid +13% physical +6% arcane +6% nature Acc +17 (+17 eff.) ----- def ----- Resists +12% acid One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +25 (+25 eff.) Apr +5 One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+10 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 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 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +9 Wil +3 Cun dps ---------- Spell.crit +4% Against +21% Summoned ----- def ----- D.Red.from +21% Summoned A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+8 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +25% physical +13% temporal +7% all Res.pen +9% temporal +9% physical ----- def ----- Resists +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +20 (+4 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Silence- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% acid +19% physical +13% fire +15% cold ----- def ----- Resists +11% acid +13% physical +16% fire +15% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +7 Mag +6 Wil dps ---------- Dmg.mod +19% lightning +15% physical +30% nature +21% cold ----- def ----- Resists +10% lightning +7% cold +45% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+3 eff.) Mov.spd +25% Apr +11 ----- def ----- Armour +5 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +32% Confus- +26% Stun/Frz- +29% A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +13 (+7 eff.) Melee+ 10 nature Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +5% Resists +7% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +8% acid +6% lightning +6% fire +8% arcane +9% cold ----- def ----- Defense +3 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Dex +8 Mag +2 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +3% light Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.18 Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +7 Cun dps ---------- Acc +8 (+8 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+4 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +17 Defense +5 (+3 eff.) Fatigue +5% Resists +22% blight +20% darkness Phys.save +15 (+5 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +8 Defense +28 (+14 eff.) Fatigue +8% Phys.save +11 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +18% light +17% darkness A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Nature While equipped: Stats +2 Cun +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% temporal Res.pen +15% light ----- def ----- Armour +13 Fatigue +22% Resists +26% blight +23% darkness +6% light ---------- misc Psi/ret +0.12 Light +5 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% blight +7% nature +27% arcane Res.pen +5% arcane +15% physical Melee Ret 2 blight ----- def ----- Fatigue -7% Resists +12% nature +3% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +4 Str dps ---------- Dmg.mod +8% darkness Res.pen +15% cold Apr +8 ----- def ----- Resists +9% light Affinity +5% darkness ---------- misc Stam/turn +3.00 Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 250.66 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 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: This orb will automatically identify items you find. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Nature Power 60.5 - 72.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Proj.spd +200% Ranged+ +27 lightning On Crit.r2 +13 lightning While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 918 Base Damage: 429 Armor: 37 All Resist: 17 Puts all charms on 25 cooldown 100% to increase all damage by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 (+5 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+4 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Khejasoren the Shalore Archmage level 30
58th Regrowth 123rd year of Ascendancy at 12:17 see stats
By Khejasoren the Shalore Archmage level 33
80th Regrowth 123rd year of Ascendancy at 09:47 see stats
By Khejasoren the Shalore Archmage level 37
53rd Haze 123rd year of Ascendancy at 02:48 see stats
By Khejasoren the Shalore Archmage level 32
69th Regrowth 123rd year of Ascendancy at 16:46 see stats
By Khejasoren the Shalore Archmage level 15
24th Dusk 122nd year of Ascendancy at 19:07 see stats
By Khejasoren the Shalore Archmage level 31
65th Regrowth 123rd year of Ascendancy at 17:34 see stats
By Khejasoren the Shalore Archmage level 21
6th Haze 122nd year of Ascendancy at 07:38 see stats
By Khejasoren the Shalore Archmage level 22
16th Haze 122nd year of Ascendancy at 20:45 see stats
By Khejasoren the Shalore Archmage level 21
7th Haze 122nd year of Ascendancy at 17:48 see stats
By Khejasoren the Shalore Archmage level 23
18th Haze 122nd year of Ascendancy at 16:53 see stats
By Khejasoren the Shalore Archmage level 20
64th Dusk 122nd year of Ascendancy at 07:17 see stats
By Khejasoren the Shalore Archmage level 10
6th Mirth 122nd year of Ascendancy at 17:43 see stats
By Khejasoren the Shalore Archmage level 20
64th Dusk 122nd year of Ascendancy at 00:34 see stats
By Khejasoren the Shalore Archmage level 30
55th Regrowth 123rd year of Ascendancy at 00:56 see stats
By Khejasoren the Shalore Archmage level 35
7th Dusk 123rd year of Ascendancy at 14:13 see stats
By Khejasoren the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:54 see stats
By Khejasoren the Shalore Archmage level 20
1st Haze 122nd year of Ascendancy at 01:04 see stats
By Khejasoren the Shalore Archmage level 26
52nd Haze 122nd year of Ascendancy at 13:54 see stats
By Khejasoren the Shalore Archmage level 26
52nd Haze 122nd year of Ascendancy at 11:11 see stats
By Khejasoren the Shalore Archmage level 32
65th Regrowth 123rd year of Ascendancy at 20:07 see stats
By Khejasoren the Shalore Archmage level 6
76th Pyre 122nd year of Ascendancy at 13:32 see stats
By Khejasoren the Shalore Archmage level 27
15th Regrowth 123rd year of Ascendancy at 14:09 see stats
By Khejasoren the Shalore Archmage level 35
9th Flare 123rd year of Ascendancy at 04:57 see stats
By Khejasoren the Shalore Archmage level 24
31st Haze 122nd year of Ascendancy at 03:28 see stats
By Khejasoren the Shalore Archmage level 17
58th Dusk 122nd year of Ascendancy at 12:05 see stats
By Khejasoren the Shalore Archmage level 29
53rd Regrowth 123rd year of Ascendancy at 20:11 see stats
Log
Khejasoren casts Grace of the Eternals.
Khejasoren speeds up.
Khejasoren casts Temporal Shield.
The very fabric of time alters around Khejasoren.
Khejasoren activates Body of Stone.
You are unable to move!
Khejasoren casts Earthen Missiles.
Khejasoren's spell attains critical power!
Khejasoren's spell attains critical power!
Khejasoren's spell attains critical power!
Ce'Nemiwen the orc high cryomancer casts Black Monolith.
Ce'Nemiwen the orc high cryomancer is wasting away!
Ce'Nemiwen the orc high cryomancer's void star absorbs the damage from Khejasoren's Earthen Missiles, converting it into entropy!
Ce'Nemiwen the orc high cryomancer starts to bleed.
Ce'Nemiwen the orc high cryomancer's void star absorbs the damage from Khejasoren's Earthen Missiles, converting it into entropy!
You collect a new ingredient: orc heart (1).
Khejasoren's Earthen Missiles hits Ce'Nemiwen the orc high cryomancer for (188 to entropy), 180 physical (180 total damage).
Khejasoren's Earthen Missiles hits Ce'Nemiwen the orc high cryomancer for (165 to entropy), 157 physical, 61 physical (219 total damage).
Khejasoren's Earthen Missiles killed Ce'Nemiwen the orc high cryomancer!
Khejasoren deactivates Body of Stone.
Talent Earthen Missiles is ready to use.
Orc cryomancer casts Phase Door.
Khejasoren picks up (R.): magelord's dragonbone magestaff of might (30-36 power, 6 apr, fire element).
Khejasoren picks up (4.): stormwoven elven-silk robe of nature (+10%) (0 def, 0 armour).
Khejasoren picks up (x.): stralite ring of misery.