










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.7.0Official 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:
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: Embers of Rage 1.7.0Official 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 1.7.0This 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.7.0Combines 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: Forbidden Cults 1.7.0Official 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 | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 27 / 54% |
Size | medium |
Lifes / Deaths | Killed by Emumille the cave bear at level 12 on the 3rd Dusk 122nd year of Ascendancy at 13:34 3 / 3Killed by Celia at level 25 on the 54th Regrowth 123rd year of Ascendancy at 19:07 Killed by Silelranne the black bear at level 26 on the 2nd Summertide 123rd year of Ascendancy at 09:11 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 33 (base 26) |
Magic | 70 (base 57) |
Willpower | 36 (base 28) |
Cunning | 22 (base 16) |
Resources
Life | 595/595 |
Mana | 375/428 |
Paradox | 300 |
Soul | 2/11 |
Healing Factor | 1.4189294477288 |
Regeneration | 44.341545241526 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +138.61808658339% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 29.531537443297 |
See Invisible | 30.531537443297 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 20 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +22% |
Arcane | +21% |
All | +2% |
Darkness | +40% |
Light | +6% |
Temporal | +39% |
Fire | +22% |
Nature | +13% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +25% |
Light | +10% |
Defense: Base
Armour (hardiness) | 30 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 33 |
Mental Save | 36 |
Defense: Resistances
Blight | + 24%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 21%( 70%) |
All | + 19%( 70%) |
Darkness | + 28%( 70%) |
Light | + 23%( 70%) |
Physical | + 35%( 70%) |
Fire | + 24%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Silence Resistance | 42% |
Instadeath Resistance | 100% |
Confusion Resistance | 77% |
Knockback Resistance | 40% |
Stun Resistance | 43% |
Poison Resistance | 20% |
Blind Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 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: 18 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (107 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 406 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Effects
talent | Reaping |
talent | Suffer For Me |
talent | Grim Shadow |
talent | Secrets of the Eternals |
talent | Aura of Undeath |
talent | Spikes of Decrepitude |
talent | Erupting Shadows |
talent | Chant of Fortitude |
talent | Hiemal Shield |
beneficial effect | Increases global action speed by 39%. Speed |
detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
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 failed to protect the injured seer from death by Layewyn the giant green ant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
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 temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire dragon that dwelled there. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +22% Confus- +29% Stun/Frz- +23% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Spell.save +3 (+1 eff.) Max.HP +40.00 Blind- +10% Disease- +20% Confus- +20% ---------- misc Light +3 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 T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +7 Mag ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Spell.save +6 (+3 eff.) Die.at -60.00 life Teleport- +10% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +4 Resists +3% cold Phys.save +3 (+2 eff.) HP.reg +4.00 Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 482 Base Damage: 226 Armor: 15 All Resist: 8 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +25% arcane +10% blight ----- def ----- Resists +6% blight +22% nature +5% arcane Max.HP +105.00 HP.reg +20.00 Heal.mod +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +2 ----- def ----- Mind.save +7 (+3 eff.) Blind- +20% Silence- +20% Confus- +28% ---------- misc Mana/turn +0.10 Max.mana +60.00 Infravis +4 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) Dmg.mod +20% blight +20% fire +20% darkness +20% acid ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +2 Dex +1 Con dps ---------- Melee+ 10 light Dmg.mod +4% light Res.pen +10% light Acc +12 (+6 eff.) ----- def ----- Armour +2 Resists +5% light Die.at -60.00 life HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +19.00 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 T5 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +7 (+2 eff.) Dmg.mod +37% temporal +19% arcane +18% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +15% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +76.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Mind.save +6 (+3 eff.) Max.HP +80.00 HP.reg +4.00 Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 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. |
Inventory
![]() 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 111 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 34% faster, and you are invisible (power 14). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (95 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 795% for 10 turns (103 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 405 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +9% light +3% acid ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +2 Mag dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 10 physical Ranged+ 12 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 19 On Hit (Ranged): * 13% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +1.00 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 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% nature +9% light ----- def ----- Resists +24% nature Spell.save +10 (+5 eff.) HP.reg +2.00 Stun/Frz- +23% ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Mind.pwr +25 (+12 eff.) Dmg.mod +9% mind Melee Ret 8 mind On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +9% temporal Silence- +33% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +25% fire Melee Ret 4 fire 10 cold ----- def ----- Resists +6% acid Max.HP +76.00 HP.reg +12.00 Heal.mod +17% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Phys.pwr +5 (+5 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +9% mind +1% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 151.98 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (304). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Armour +7 Defense +7 (+3 eff.) ---------- misc Wards +3 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +3% lightning +9% cold +15% temporal Res.pen +10% lightning +5% cold ----- def ----- Resists +3% darkness Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +5 (+5 eff.) Spell.pwr +18 (+6 eff.) S.pwr/crit +6 Dmg.mod +15% fire +6% mind +3% arcane Acc +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane ---------- misc Light +2 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 25.71 to 30.85 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Str +5 Dex +4 Mag +3 Wil dps ---------- Phys.crit +11.0% Spell.crit +3% Spell.pwr +17 (+6 eff.) Melee+ 28 arcane Dmg.mod +20% arcane Res.pen +15% mind ---------- misc Max.mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +8 (+6 eff.) Spell.pwr +14 (+5 eff.) Dmg.mod +20% acid Acc +6 (+3 eff.) ----- def ----- Armour +7 Defense +7 (+3 eff.) ---------- misc Wards +3 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Psionic Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 mind On Hit.r1 +20 darkness On Hit: * 41% chance to reduce all saves and defense by 19 While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +18% darkness Res.pen +25% mind Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 92 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +21% lightning Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +27 lightning +20 cold While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Mov.spd +43% Res.pen +16% lightning +23% cold +15% mind Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +14 cold On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +4 Str dps ---------- Dmg.mod +3% cold ----- def ----- Resists +12% mind Crit.dmg- 10.00% ---------- misc See.Invis +3 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +21% One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 acid Dmg.mod +4% acid +4% nature Res.pen +4% acid ----- def ----- Resists +7% acid +4% blight HP.reg +3.00 Disease- +12% ---------- 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 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 mind 10 darkness Dmg.mod +2% mind +3% darkness ---------- 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 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+8 eff.) ----- def ----- Resists +11% acid +14% lightning +14% cold +18% fire +3% all Spell.save +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 acid While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% acid ----- def ----- Resists +6% cold HP.reg +4.00 Cut- +20% Knockbk- +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +20 fire While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Phys.pwr +7 (+6 eff.) Dmg.mod +12% physical Acc +10 (+5 eff.) ----- def ----- Resists +15% cold ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 cold On Crit.r2 +5 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +7% Dmg.mod +12% cold Res.pen +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master Power 51.5 - 72.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +17.0% Capacity 18 Proj.spd +200% On Crit: * Wound the target dealing 37 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +9.0% Capacity 17 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 9 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +12% nature +13% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% blight +14% fire +11% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +12% lightning +21% fire +11% all Phys.save +21 (+11 eff.) Poison- +27% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +6% acid +5% physical +7% fire +5% cold ----- def ----- Resists +12% acid +12% physical +10% darkness +13% cold +14% fire +13% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +16 (+5 eff.) Dmg.mod +14% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +13 (+6 eff.) Fatigue +7% Resists +12% nature +10% blight Mind.save +12 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +10 (+4 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+7 eff.) Dmg.mod +3% light Melee Ret 4 light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +6% arcane +6% mind +12% darkness Spell.save +10 (+5 eff.) Mind.save +12 (+5 eff.) Die.at -60.00 life ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +30.00% Dmg.mod +6% light Res.pen +10% light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% blight +11% darkness Mind.save +15 (+6 eff.) ---------- misc Max.psi +30.00 Light +2 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +6% Phys.save +6 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +14% nature +14% blight D.Red.from +5% Unnatural A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+5 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +6% arcane Res.pen +20% mind +20% cold Melee Ret 6 cold ----- def ----- Armour +11 Fatigue +31% Resists -12% light +9% fire +8% darkness +12% mind Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +8% physical +7% cold +10% lightning +7% fire Disarm- +24% Stun/Frz- +28% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% fire Res.pen +5% nature +20% physical Melee Ret 4 fire ----- def ----- Defense +10 (+5 eff.) Max.HP +33.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Mind.save +9 (+4 eff.) Stealth +7 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% light ----- def ----- Armour +5 Defense +21 (+10 eff.) Resists +3% fire +12% cold Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +4.0% Apr +4 ----- def ----- Armour +11 Defense +2 (+1 eff.) Resists +13% cold ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Phys.save +6 (+3 eff.) Disease- +20% Stun/Frz- +10% Evasion: (Instant) Puts all charms on 30 cooldown 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 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+7 eff.) Apr +2 ----- def ----- Armour +6 Defense +25 (+12 eff.) Crit.dmg- 10.00% Die.at -80.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +15% light +6% acid Crit.dmg- 15.00% Spell.save +18 (+8 eff.) Heal.mod +10% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +15.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Cun +6 Con dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +8 Hardiness +6% Resists +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +15 (+7 eff.) ----- def ----- Armour +2 Resists +7% acid 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. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +4 Wil +1 Con dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +4 (+1 eff.) S.pwr/crit +2 Melee+ 4 arcane Dmg.mod +4% arcane +3% blight Res.pen +5% blight Melee Ret 4 temporal ----- def ----- Armour +2 Resists +5% arcane Phys.save +13 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +24% ---------- misc Mana/turn +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Armour +3 Fatigue +3% Resists +12% lightning +6% fire +5% cold Mind.save +6 (+3 eff.) Die.at -80.00 life Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +8% nature +9% blight Crit.dmg- 10.00% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Mind.crit +2% ----- def ----- Armour +4 Fatigue +5% Resists +3% nature ---------- misc Infravis +2 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +6% cold +6% blight HP.reg +2.00 Disease- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +1% physical +3% mind +6% temporal Max.HP +40.00 Silence- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +15% acid ----- def ----- Mind.save +15 (+6 eff.) Max.HP +60.00 ---------- misc Psi/ret +0.08 Max.psi +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +7% blight +3% all Spell.save +8 (+4 eff.) HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil +1 Cun dps ---------- Res.pen +10% arcane Phasing +10% Acc +3 (+1 eff.) ----- def ----- Crit.dmg- 10.00% Heal.mod +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% 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 (+2 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% light +18% fire Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 287 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By tutar the Shalore Necromancer level 26
72nd Pyre 123rd year of Ascendancy at 06:10 see stats
By tutar the Shalore Necromancer level 20
57th Haze 122nd year of Ascendancy at 21:48 see stats
By tutar the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 03:45 see stats
By tutar the Shalore Necromancer level 20
40th Haze 122nd year of Ascendancy at 13:13 see stats
By tutar the Shalore Necromancer level 22
35th Regrowth 123rd year of Ascendancy at 03:30 see stats
By tutar the Shalore Necromancer level 26
72nd Pyre 123rd year of Ascendancy at 10:27 see stats
By tutar the Shalore Necromancer level 12
3rd Dusk 122nd year of Ascendancy at 13:16 see stats
By tutar the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 21:10 see stats
By tutar the Shalore Necromancer level 25
49th Regrowth 123rd year of Ascendancy at 08:00 see stats
By tutar the Shalore Necromancer level 10
10th Mirth 122nd year of Ascendancy at 12:11 see stats
By tutar the Shalore Necromancer level 21
58th Haze 122nd year of Ascendancy at 09:18 see stats
By tutar the Shalore Necromancer level 15
10th Haze 122nd year of Ascendancy at 00:49 see stats
Log
Phantasmal Shield hits Ghoul for 81 light damage.
Phantasmal Shield hits Dread for 92 light damage.
Skeleton mage refocuses the energies of his staff.
Master vampire casts Rune: Shielding.
A shield forms around master vampire.
Tutar casts Grace of the Eternals.
Tutar speeds up.
Tutar casts Night Sphere.
Tutar's Hiemal Shield hits Master vampire for (4 absorbed), 0 cold (0 total damage).
Spikes of Decrepitude hits Master vampire for (3 absorbed), 0 cold, (17 absorbed), 0 darkness (0 total damage).
Master vampire resists the baneful energy!
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Skeleton mage casts Manathrust.
Master vampire resists the baneful energy!
Skeleton mage hits Lord of Skulls (archer) for 0 arcane damage.
Spikes of Decrepitude hits Master vampire for (3 absorbed), 0 cold, (17 absorbed), 0 darkness (0 total damage).
Tutar casts Invoke Darkness.
tutar hits Master vampire for (114 absorbed), 0 darkness (0 total damage).
Skeleton mage casts Flame.
Master vampire resists the baneful energy!
Tutar casts Black Ice.
tutar hits Master vampire for (21 absorbed), 0 cold (0 total damage).
Talent Rune: Manasurge is ready to use.
Spikes of Decrepitude hits Master vampire for (3 absorbed), 0 cold, (17 absorbed), 0 darkness (0 total damage).