Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/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.
Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 887% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 19 on the 10th Regrowth 123rd year of Ascendancy at 22:28 0 / 7Killed by The Master at level 23 on the 66th Regrowth 123rd year of Ascendancy at 06:06 Killed by orc pyromancer at level 34 on the 62nd Haze 123rd year of Ascendancy at 22:37 Killed by Layidamina the orc pyromancer at level 35 on the 71st Haze 123rd year of Ascendancy at 05:06 Killed by Elandar at level 50 on the 31st Dusk 124th year of Ascendancy at 15:34 Killed by vampire lord at level 50 on the 31st Dusk 124th year of Ascendancy at 23:05 Killed by Elandar at level 50 on the 32nd Dusk 124th year of Ascendancy at 07:05 |
Primary Stats
Strength | 45 (base 16) |
Dexterity | 93 (base 60) |
Constitution | 65 (base 25) |
Magic | 106 (base 60) |
Willpower | 57 (base 11) |
Cunning | 95 (base 60) |
Resources
Life | 1309/1309 |
Stamina | 370/370 |
Healing Factor | 1.4741355335883 |
Regeneration | 23.771000005772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 60.718619386048 |
See Invisible | 66.718619386048 |
Offense: Mainhand
Damage | 234 |
Accuracy | 87 |
Crit Chance | 73% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 60 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +40% |
Physical | +53% |
Cold | +62% |
All | +20% |
Darkness | +45% |
Light | +62% |
Temporal | +26% |
Lightning | +62% |
Fire | +32% |
Nature | +43% |
Offense: Damage Penetration
Blight | +35% |
Arcane | +50% |
Cold | +30% |
All | +25% |
Darkness | +45% |
Light | +40% |
Temporal | +32% |
Physical | +35% |
Mind | +60% |
Fire | +60% |
Lightning | +35% |
Defense: Base
Armour (hardiness) | 67 (100%) |
Defense | 86 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 54 |
Mental Save | 60 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 52%( 70%) |
Physical | + 47%( 70%) |
Cold | + 61%( 70%) |
All | + 41%( 70%) |
Lightning | + 70%( 70%) |
Light | + 42%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 61%( 70%) |
Mind | + 55%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 87% |
Silence Resistance | 20% |
Confusion Resistance | 10% |
Stun Resistance | 100% |
Pinning Resistance | 38% |
Poison Resistance | 50% |
Knockback Resistance | 41% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 202 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 906% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 189 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Trained Reactions |
talent | Secrets of the Eternals |
talent | Counter Shot |
talent | Bombardment |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her 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 again | 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 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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Ce'Nomina the orc assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Gluwen the armoured skeleton warrior. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 821. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Mag +9 Wil +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -7% Phys.save +11 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +11 (+3 eff.) Max.HP +57.00 ---------- misc Stam/turn +0.40 See.Invis +6 Rush: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 173% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +28.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% light Res.pen +15% mind +25% arcane Melee Ret 8 mind ----- def ----- Resists +27% lightning +13% darkness +12% mind Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 249.40 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +14 Con dps ---------- Dmg.mod +6% cold Acc +21 (+4 eff.) Melee Ret 4 cold On Hit (Melee): * 21% chance to reduce armor by 38% ----- def ----- Armour +21 Hardiness +14% Fatigue +5% Resists +12% acid +11% physical +14% darkness +9% cold Phys.save +10 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +40% ---------- misc Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 11 cooldown Level 2.6 Pwr.cost 11 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Resists +3% light +6% darkness Mind.save +18 (+5 eff.) Confus- +10% Stun/Frz- +20% ---------- misc Equi/ret +0.08 Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +38 (+10 eff.) Dmg.mod +5% all On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+2 eff.) Max.HP +48.00 HP.reg +7.00 Heal.mod +12% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% light +10% lightning ----- def ----- Resists +6% acid +12% mind Crit.chn- 15.00% Max.HP +45.00 Silence- +20% Disarm- +47% Pinning- +38% Knockbk- +41% ---------- misc Max.psi +50.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +24.29% Dmg.mod +12% fire Res.pen +25% fire Acc +36 (+7 eff.) On Hit (Melee): * 24% chance to reduce damage dealt by 28% ----- def ----- Resists +29% lightning Die.at -97.16 life Stun/Frz- +38% ---------- misc Stam/turn +3.64 Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 sling 1H weapon [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 lightning +8 darkness On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 28% While equipped: Stats +2 Str +5 Mag dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +6 (+1 eff.) Dmg.mod +12% lightning +6% temporal +8% physical +8% all Res.pen +7% temporal +10% physical On Hit (Ranged): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +9% darkness ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane While equipped: Stats +7 Mag ----- def ----- Anom.red +12 Max.HP +117.00 ---------- misc Mana/turn +0.33 Max.mana +81.00 Max.stam +40.00 Max.hate +14.00 Max.psi +30.00 Max.vim +34.00 Max.P.En +26.00 Max.N.En +39.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 50% Mag, 100% Str Dmg Stunning fire Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+2 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Dex +4 Wil +6 Con dps ---------- Dmg.mod +25% darkness +15% light Res.pen +20% darkness +20% mind ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Spell.save +25 (+8 eff.) Mind.save +23 (+6 eff.) Stealth +25 ---------- misc Stam/turn +1.40 Hate/m.crit +2.00 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +8 Mag +8 Wil +9 Con dps ---------- Dmg.mod +30% lightning +25% physical +12% light +36% cold +23% nature +28% acid Res.pen +5% cold +10% fire Melee Ret 4 light 8 cold ----- def ----- Resists +14% lightning +25% cold +42% acid +15% all Poison- +50% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 235 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 559 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 20 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 214 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 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 79 up to 5 times. 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Armour +2 HP.reg +4.00 Cut- +10% Teleport- +10% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.13 Cunning/Survival +0.13 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 43 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +10 Lck +3 Con dps ---------- Dmg.mod +12% acid +6% darkness Acc +13 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Defense +5 (+1 eff.) Resists +16% blight +18% nature +9% darkness Phys.save +9 (+3 eff.) Unseen.red 15% Max.HP +48.00 HP.reg +7.00 Poison- +20% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 36 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +22% lightning +5% arcane +15% blight Die.at -80.00 life Max.HP +60.00 HP.reg +4.00 Blind- +20% Poison- +20% Stun/Frz- +43% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +6% nature +15% lightning ----- def ----- Resists +9% nature +26% temporal Mind.save +10 (+3 eff.) Blind- +38% Confus- +12% Pinning- +29% Knockbk- +41% ---------- misc Infravis +7 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Res.pen +10% all Acc +10 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +60% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -5% Resists +22% light ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +13% acid ----- def ----- Defense +4 (+1 eff.) Resists +26% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Resists +19% acid +16% fire +13% lightning +10% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 284.92 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +13 Cun +5 Con dps ---------- Melee+ 29 physical Ranged+ 23 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 34 On Hit (Ranged): * 15% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 202.85 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 144 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Normal] Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 175% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +42 cold While equipped: dps ---------- Phys.crit +17.0% Crit.mult +49.00% Apr +12 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Disrupt Power 155% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Against +25% Unnatural On Crit.r2 +55 fire 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 ---------- All.spd +9% Res.pen +21% fire Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 155% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Str +12 Dex +10 Mag +13 Wil +11 Cun +13 Con Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 157% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Apr +12 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Psionic Power 154% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 mind +13 temporal On Hit: * 35% chance to reduce all saves and defense by 34 While equipped: Stats +6 Cun +7 Wil ----- def ----- Resists +20% temporal Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +9 (+1 eff.) Res.pen +15% physical ----- def ----- Disarm- +24% One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 146% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +23 mind On Hit: * 25 arcane resource burn * 26% chance to reduce all saves and defense by 34 While equipped: Stats +18 Str +13 Dex +12 Mag +19 Wil +21 Cun +10 Con ----- def ----- Resists +9% acid +3% nature +6% arcane +6% light Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 149% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +14.0% Atk.spd 100% Phasing +30% Melee+ +20 darkness Against +20% Living On Crit.r2 +88 fire While equipped: Stats +13 Str dps ---------- All.spd +9% Dmg.mod +13% physical Res.pen +23% fire Acc +24 (+5 eff.) ----- def ----- Resists +6% temporal +3% darkness +9% cold HP.reg +4.76 ---------- misc Max.stam +30.00 Sharp, short and deadly. |
![]() 4.0 T4 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +3 Cun +8 Con dps ---------- Mind.crit +3% Phys.pwr +13 (+2 eff.) Mind.pwr +25 (+7 eff.) Dmg.mod +18% blight Res.pen +10% arcane ---------- misc Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +16 darkness On Hit.r1 +25 fire On Crit.r2 +16 darkness +24 mind On Hit: * 25% chance to reduce damage dealt by 28% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +27% darkness Acc +15 (+3 eff.) ----- def ----- Resists +21% darkness +12% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +11% all Acc +23 (+4 eff.) Apr +14 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +15.0% Res.pen +13% physical Acc +13 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 50% Dex, 50% Mag, 70% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T5 shot ammo [Ego++] Disrupt/Master Power 176% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 21 Against +13% 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% On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 166% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 25 On Hit: * Create an explosion dealing 127 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 50% Mag, 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+2 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 181% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 While equipped: Stats +11 Str +13 Dex dps ---------- Acc +24 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +18% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 22 cooldown Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (375) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 178% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +195 While equipped: Stats +13 Str +6 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +10% acid +13% fire +12% lightning +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Rare] Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 24% chance to slow global speed by 62% ----- def ----- Armour +5 Defense +40 (+8 eff.) Resists +15% light +15% all Phys.save +30 (+10 eff.) Max.HP +120.00 Blind- +24% Pinning- +24% ---------- misc Equi/ret +0.40 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.crit +5% Spell.pwr +23 (+6 eff.) S.pwr/crit +7 ----- def ----- Resists +15% all Spell.save +29 (+9 eff.) Silence- +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +9 Cun +9 Dex ----- def ----- Armour +16 Defense +27 (+6 eff.) Fatigue +8% Resists +26% fire A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: Stats +9 Con ----- def ----- Armour +16 Fatigue +36% Resists +13% fire -18% light +13% darkness Phys.save +10 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +20% light +20% darkness Max.HP +60.00 HP.reg +11.00 Heal.mod +18% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature/Master While equipped: Stats +10 Str ----- def ----- Armour +16 Fatigue +22% Resists +18% darkness +12% physical HP.reg +7.20 ---------- misc Stam/turn +2.50 Light +2 Track: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +3% blight +6% light Phys.save +6 (+2 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- S.pwr/crit +4 Dmg.mod +6% blight Res.pen +10% arcane ----- def ----- Resists +15% lightning Max.HP +37.00 ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 22 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 37% chance to evade melee and ranged attacks and 54 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 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Cun +6 Con dps ---------- Phys.crit +24.0% Mind.crit +13% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +9% darkness Mind.save +14 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Nature While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +13 Phys.save +14 (+4 eff.) ---------- misc Size +1 Create a temporary shield that absorbs 410 damage Puts all charms on 22 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +7 Str +6 Dex +7 Wil +5 Cun ----- def ----- Phys.save +20 (+6 eff.) Spell.save +20 (+7 eff.) Mind.save +16 (+4 eff.) Max.HP +60.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% arcane ----- def ----- Armour +8 Defense +25 (+5 eff.) Resists +9% fire Phys.save +14 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 636.66 cold damage and condensing the air into freezing vapors that deal 212.22 cold damage (based on Magic) each turn for 10 turns. Uses 22 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +30 (+8 eff.) Mov.spd +10% Dmg.mod +9% mind ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue -9% Resists +30% fire Phys.save +9 (+3 eff.) Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 ---------- misc Stam/turn +1.10 Max.stam +30.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +4 Dex +9 Cun +5 Con ----- def ----- Armour +5 Phys.save +22 (+7 eff.) Mind.save +25 (+6 eff.) Disengage: Puts all charms on 11 cooldown Level 2.6 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +16 Cun +3 Dex dps ---------- Mind.crit +2% Crit.mult +10.00% ----- def ----- Armour +4 Fatigue +3% Disengage: Puts all charms on 11 cooldown Level 1.3 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 79 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +14 Fatigue +4% ---------- misc Infravis +3 Rush: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +18 (+4 eff.) Fatigue -4% Phys.save +9 (+3 eff.) ---------- misc Max.enc +46 Evasion: (Instant) Puts all charms on 22 cooldown Level 5.2 Pwr.cost 22 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 37% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +41% Stun/Frz- +43% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +14 Con dps ---------- Phys.crit +16.0% Spell.crit +8% Mind.crit +8% Crit.mult +11.00% ----- def ----- Armour +14 Hardiness +11% Resists +7% physical 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +20.0% Spell.crit +11% Mind.crit +20% Crit.mult +14.00% Dmg.mod +12% arcane +12% blight Res.pen +25% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +3 Fatigue +5% Resists +15% blight +5% arcane 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +4 Mag +2 Con dps ---------- Dmg.mod +10% arcane Res.pen +10% lightning +20% temporal Melee Ret 10 lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal Crit.chn- 10.00% ---------- misc Infravis +3 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. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 189.60 arcane damage and stunned). Uses 72 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 18 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +19 Mag +10 Con dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 5.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +8% fire +18% nature +8% cold A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +18% lightning +6% blight Res.pen +20% blight +10% cold ----- def ----- Armour +3 Fatigue +3% Resists +12% cold Phys.save +5 (+1 eff.) Mind.save +7 (+2 eff.) Battle Cry: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +5% Spell.pwr +10 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +20% mind +14% light +21% darkness Res.pen +10% blight ----- def ----- Defense +3 (+1 eff.) Resists +16% mind +21% light +6% darkness Phys.save +14 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Mana/turn +3.00 Mana/ret +3.00 Max.mana +110.00 Max.psi +35.00 Light +2 Infravis +4 See.Invis +6 Manaflow: Puts all charms on 29 cooldown Level 1.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 22 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +3 Wil +6 Cun dps ---------- Crit.mult +15.00% Mind.pwr +4 (+1 eff.) Apr +9 ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +1.30 Equi/ret +1.10 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Dex +9 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +14 (+4 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +5 Wil +4 Con dps ---------- Phys.pwr +9 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% physical Phys.save +21 (+7 eff.) Mind.save +9 (+2 eff.) Battle Cry: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +24.94% Res.pen +31% arcane On Hit (Melee): * 25% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue +5% Resists +25% nature +24% acid Spell.save +18 (+6 eff.) Confus- +25% ---------- misc Mana/turn +0.24 Stam/ret +2.80 Equi/ret +2.20 Mana/s.crit +2.49 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +6% all Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +8 Str ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Plot Item] 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Dex +4 Con dps ---------- Mind.crit +4% Mind.pwr +7 (+2 eff.) Dmg.mod +18% temporal Res.pen +10% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Crit.chn- 5.00% Mind.save +8 (+2 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature While equipped: Stats +10 Wil dps ---------- Phys.crit +8.0% Crit.mult +24.00% Phys.pwr +12 (+2 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +3% blight Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% cold Apr +3 ----- def ----- Resists +9% cold Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 84.29 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Con dps ---------- Dmg.mod +21% blight Res.pen +25% acid ----- def ----- Max.HP +40.00 ---------- misc Max.stam +30.00 Infravis +3 See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 15 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 156% of the healing done. This effect scales with your Magic stat.. Uses 54 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% nature ---------- misc Hate/m.crit +3.00 Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% mind ----- def ----- Resists +3% nature ---------- misc Psi/ret +0.20 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 11 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 801 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Esriass the Shalore Skirmisher level 25
78th Regrowth 123rd year of Ascendancy at 03:21 see stats
By Esriass the Shalore Skirmisher level 24
68th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Esriass the Shalore Skirmisher level 32
22nd Haze 123rd year of Ascendancy at 06:46 see stats
By Esriass the Shalore Skirmisher level 29
8th Flare 123rd year of Ascendancy at 16:20 see stats
By Esriass the Shalore Skirmisher level 28
66th Pyre 123rd year of Ascendancy at 14:26 see stats
By Esriass the Shalore Skirmisher level 14
75th Dusk 122nd year of Ascendancy at 09:44 see stats
By Esriass the Shalore Skirmisher level 26
52nd Pyre 123rd year of Ascendancy at 18:50 see stats
By Esriass the Shalore Skirmisher level 47
26th Dusk 124th year of Ascendancy at 14:50 see stats
By Esriass the Shalore Skirmisher level 50
32nd Dusk 124th year of Ascendancy at 13:08 see stats
By Esriass the Shalore Skirmisher level 19
1st Wintertide 123rd year of Ascendancy at 04:18 see stats
By Esriass the Shalore Skirmisher level 30
67th Dusk 123rd year of Ascendancy at 13:16 see stats
By Esriass the Shalore Skirmisher level 25
51st Pyre 123rd year of Ascendancy at 16:59 see stats
By Esriass the Shalore Skirmisher level 45
4th Flare 124th year of Ascendancy at 12:55 see stats
By Esriass the Shalore Skirmisher level 37
1st Regrowth 124th year of Ascendancy at 13:12 see stats
By Esriass the Shalore Skirmisher level 31
77th Dusk 123rd year of Ascendancy at 02:23 see stats
By Esriass the Shalore Skirmisher level 45
66th Pyre 124th year of Ascendancy at 07:59 see stats
By Esriass the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 05:53 see stats
By Esriass the Shalore Skirmisher level 20
16th Regrowth 123rd year of Ascendancy at 11:26 see stats
By Esriass the Shalore Skirmisher level 30
9th Flare 123rd year of Ascendancy at 06:57 see stats
By Esriass the Shalore Skirmisher level 40
13rd Regrowth 124th year of Ascendancy at 05:51 see stats
By Esriass the Shalore Skirmisher level 50
31st Dusk 124th year of Ascendancy at 10:51 see stats
By Esriass the Shalore Skirmisher level 42
57th Regrowth 124th year of Ascendancy at 13:30 see stats
By Esriass the Shalore Skirmisher level 50
32nd Dusk 124th year of Ascendancy at 13:08 see stats
By Esriass the Shalore Skirmisher level 36
6th Decay 123rd year of Ascendancy at 19:04 see stats
By Esriass the Shalore Skirmisher level 43
4th Pyre 124th year of Ascendancy at 04:53 see stats
By Esriass the Shalore Skirmisher level 16
26th Haze 122nd year of Ascendancy at 02:19 see stats
By Esriass the Shalore Skirmisher level 27
52nd Pyre 123rd year of Ascendancy at 21:24 see stats
By Esriass the Shalore Skirmisher level 50
31st Dusk 124th year of Ascendancy at 23:05 see stats
By Esriass the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 06:12 see stats
By Esriass the Shalore Skirmisher level 40
37th Regrowth 124th year of Ascendancy at 01:18 see stats
By Esriass the Shalore Skirmisher level 10
8th Flare 122nd year of Ascendancy at 19:11 see stats
By Esriass the Shalore Skirmisher level 12
54th Dusk 122nd year of Ascendancy at 07:33 see stats
By Esriass the Shalore Skirmisher level 30
38th Dusk 123rd year of Ascendancy at 20:11 see stats
By Esriass the Shalore Skirmisher level 36
5th Decay 123rd year of Ascendancy at 07:20 see stats
By Esriass the Shalore Skirmisher level 20
18th Regrowth 123rd year of Ascendancy at 16:14 see stats
By Esriass the Shalore Skirmisher level 23
67th Regrowth 123rd year of Ascendancy at 11:29 see stats
Log
You pickup 0.70 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.90 gold pieces.
You pickup 2.35 gold pieces.
You pickup 2.85 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.75 gold pieces.
Ran for 6 turns (stop reason: interesting terrain).
Ran for 5 turns (stop reason: interesting terrain).
Ran for 3 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Today is the 33rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 34th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Today is the 35th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 36th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Ran for 4 turns (stop reason: hostile spotted to the southwest (Orcs patrol)).
Saving done.