










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Earth Knight |
Level / Exp | 32 / 30% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 26 on the 4th Haze 122nd year of Ascendancy at 00:47 0 / 7Killed by Eilinedhema the ogre rune-spinner at level 29 on the 26th Haze 122nd year of Ascendancy at 09:27 Killed by Betille the elven blood mage at level 29 on the 26th Haze 122nd year of Ascendancy at 10:13 Killed by Xanevea the skeleton warrior at level 29 on the 53rd Haze 122nd year of Ascendancy at 15:33 Killed by Adymira the forest wight at level 30 on the 55th Haze 122nd year of Ascendancy at 11:26 Killed by Silabeth the corrupted protoplasmic controller at level 32 on the 64th Haze 122nd year of Ascendancy at 00:41 Killed by Aduriarith the corrupted mastocytic feeder at level 32 on the 64th Haze 122nd year of Ascendancy at 00:58 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 66 (base 60) |
Magic | 80 (base 60) |
Willpower | 36 (base 18) |
Cunning | 23 (base 10) |
Resources
Life | 0/1082 |
Mana | 416/416 |
Essence | 45/100 |
Healing Factor | 1.1147092405812 |
Regeneration | 15.884606678282 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 211 |
Accuracy | 51 |
Crit Chance | 35% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +18% |
Arcane | +6% |
Mind | +6% |
All | 0% |
Lightning | +12% |
Light | +13% |
Temporal | +3% |
Physical | +5% |
Nature | +12% |
Offense: Damage Penetration
Lightning | +15% |
Acid | +15% |
Arcane | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 50 (90%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 5 |
Physical Save | 40 |
Spell Save | 45 |
Mental Save | 36 |
Defense: Resistances
Acid | -5%( 50%) |
Arcane | + 5%( 70%) |
Mind | + 7%( 70%) |
All | 0%( 70%) |
Darkness | + 21%( 70%) |
Light | + 33%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 49%( 70%) |
Fire | + 7%( 70%) |
Cold | + 5%( 70%) |
Defense: Immunities
Teleport Resistance | 42% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Stun Resistance | 66% |
Disarm Resistance | 0% |
Poison Resistance | 0% |
Knockback Resistance | 83% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 692 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% 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. |
Class Talents
Spell / Terramancy | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Battle Dancer | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Terramorphism | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Terrakinesis | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Tactical Strikes | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Gawyn the king cobra. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Polysessra the wolf. Escort: lost tinker (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 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 within2 lumberjacks have died. | 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! You 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Dmg.mod +3% light Melee Ret 6 light On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Defense +1 (+1 eff.) Resists +7% fire +3% light +5% cold A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 186.84 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Mag +8 Wil +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +18% blight Res.pen +5% arcane ----- def ----- HP.reg +4.00 Stun/Frz- +25% 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? |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% nature +15% acid On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +15% acid Max.HP +30.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 56.0 - 61.6 Physical Uses 0% Str, 180% Mag, 0% Dex Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +4 Mag +7 Cun dps ---------- Melee+ 7 mind Dmg.mod +6% arcane +6% mind Res.pen +15% lightning Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% mind +9% darkness Crit.chn- 10.00% ---------- misc Infravis +3 Unarmed combat: Power 19.0 - 26.6 Physical Uses 0% Cun, 0% Str, 170% Mag 0% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +12 arcane +9 darkness On Crit.r2 +5 arcane +7 mind On Hit: 20% Psychic Lobotomy 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +4 Wil +5 Cun dps ---------- Dmg.mod +3% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +19 Fatigue +22% Resists +6% temporal +7% physical +12% darkness +5% arcane Mind.save +14 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 111.92 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -5% Resists +7% physical Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) HP.reg +1.00 Silence- +10% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 439% 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 Dexterity 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 increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 302.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 cold, 5 blight, 4 fire, 3 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 11% Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 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 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck +4 Dex dps ---------- Dmg.mod +3% darkness Res.pen +20% nature Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Defense +5 (+3 eff.) Fatigue -5% Resists +3% darkness Unseen.red 11% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% light Res.pen +5% lightning ----- def ----- Resists +3% lightning +22% nature +3% light Max.HP +100.00 Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% acid ----- def ----- Resists +3% darkness +3% cold Max.HP +20.00 Disarm- +23% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +10% nature +3% cold ----- def ----- Resists +20% nature Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +15% nature Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Silence- +26% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +4 Con dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +18 Resists +6% mind Spell.save +12 (+4 eff.) ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Flexible Weapon Training 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% lightning ----- def ----- Armour +5 Hardiness +9% Phys.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rising Phoenix (60-90 power, 4 apr) Rising Phoenix (60-90 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 60.0 - 90.0 Physical Uses 170% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Dmg.conv 25% light 25% fire While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +20.00% Melee+ 40 Solar Fire Dmg.mod +10% light +10% fire Res.pen +20% light +20% fire ----- def ----- Affinity +25% light +25% fire Your Fire and Light damage bonuses (before the bonus from this weapon) are added together, as are your Fire and Light damage penetration. A golden battle-axe with blades that resemble the wings of a bird, this was the weapon of Ardain Eagleheart in the Age of Dusk. It was said to focus the full power of the sun into every spell he cast, and absorb solar forces cast against him. After Ardain passed away, the axe was wielded by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 53.0 - 79.5 Physical Uses 170% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 lightning On Crit.r2 +61 lightning +42 cold While equipped: dps ---------- Mov.spd +91% Dmg.mod +3% lightning Res.pen +53% lightning +31% cold Acc +17 (+5 eff.) ----- def ----- Defense +17 (+9 eff.) Resists +6% lightning Disarm- +56% Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 30.5 - 42.7 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature +7 cold On Hit: * Create an explosion dealing 99 acid damage (1/turn) While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +7% acid Res.pen +11% acid ----- def ----- Resists +6% nature Crit.chn- 10.00% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 54.0 - 75.6 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +22% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane Power 16.5 - 23.1 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire On Hit: * Create an explosion dealing 99 fire damage (1/turn) On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Dmg.mod +11% fire Res.pen +15% temporal +11% fire ----- def ----- Resists +9% fire Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 21.5 - 30.1 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +12 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Dmg.mod +6% mind Res.pen +8% physical Acc +10 (+3 eff.) Apr +7 ----- def ----- Crit.chn- 5.00% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 39.0 - 54.6 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +27 acid +34 nature +4 darkness On Hit: * 16% chance to slow global speed by 52% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +25% acid +25% nature Apr +15 ----- def ----- Defense +10 (+5 eff.) Resists +3% light Die.at -20.00 life Disarm- +20% One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 150% Mag, 0% Dex Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +28.0% Acc +29 (+9 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Nature Power 35.0 - 49.0 Physical Uses 0% Dex, 170% Mag, 0% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 213 physical damage * Create an explosion dealing 125 lightning damage (1/turn) Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 190% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 46.5 - 55.8 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +204 Melee+ +15 acid On Crit.r2 +4 darkness While equipped: Stats +4 Con dps ---------- Res.pen +25% fire On Melee Ret: * 14% chance to reduce armor by 38% ----- def ----- Armour +13 Fatigue +8% Resists +14% acid +21% cold +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 49.0 - 58.8 Physical Uses 150% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +192 While equipped: ----- def ----- Armour +13 Fatigue +8% Resists +18% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (571) is absorbed, or the time runs out (10 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. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 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 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +4 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +20% temporal +9% arcane +9% physical Res.pen +6% temporal +5% physical Phasing +10% ----- def ----- Resists +9% all Mind.save +18 (+7 eff.) Anom.red +10 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Vim/s.crit +1.00 Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +28% arcane ----- def ----- Resists +15% all Silence- +37% ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +19 (+10 eff.) Fatigue +8% Mind.save +13 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Str +6 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +7% Phys.pwr +13 (+2 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +17 (+6 eff.) ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +18% lightning +15% light +16% darkness A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% acid +3% darkness On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +7% acid +6% temporal +10% cold +7% fire +3% nature +7% lightning Phys.save +8 (+3 eff.) Stealth +8 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +8 Wil dps ---------- Mind.crit +6% Dmg.mod +6% lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +15% temporal 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 [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 0% Str, 0% Dex, 170% Mag 0% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Con dps ---------- Melee+ 8 nature Dmg.mod +6% nature Res.pen +15% mind Acc +15 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Resists +7% nature Phys.save +19 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% ---------- misc Max.hate +2.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 0% Dex, 0% Cun, 170% Mag 0% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +11.0% Atk.spd 100% Melee+ +9 physical On Crit.r2 +8 nature On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 3 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 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +8% lightning +13% fire +6% arcane +9% cold ----- def ----- Defense +3 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Defense +3 (+2 eff.) Spell.save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +11 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +5 Defense +30 (+15 eff.) Fatigue +5% Resists +7% physical +25% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 89.29 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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 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 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 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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: 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 30 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 130% of the healing done. This effect scales with your Magic stat.. Uses 75 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 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 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 113 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 673 Base Damage: 371 Armor: 24 All Resist: 7 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.crit +6.0% Dmg.mod +12% arcane Apr +6 Melee Ret 6 lightning ----- def ----- Defense +10 (+5 eff.) ---------- misc Stam/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 500 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +2% physical Max.HP +80.00 Confus- +20% Create a shield absorbing up to 468 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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? |
Achievements
By Ynanssa the Cornac Earth Knight level 32
59th Haze 122nd year of Ascendancy at 00:45 see stats
By Ynanssa the Cornac Earth Knight level 31
56th Haze 122nd year of Ascendancy at 09:58 see stats
By Ynanssa the Cornac Earth Knight level 22
60th Dusk 122nd year of Ascendancy at 08:42 see stats
By Ynanssa the Cornac Earth Knight level 25
2nd Haze 122nd year of Ascendancy at 10:50 see stats
By Ynanssa the Cornac Earth Knight level 22
32nd Dusk 122nd year of Ascendancy at 22:02 see stats
By Ynanssa the Cornac Earth Knight level 10
5th Mirth 122nd year of Ascendancy at 09:40 see stats
By Ynanssa the Cornac Earth Knight level 20
28th Dusk 122nd year of Ascendancy at 03:27 see stats
By Ynanssa the Cornac Earth Knight level 30
54th Haze 122nd year of Ascendancy at 06:28 see stats
By Ynanssa the Cornac Earth Knight level 22
37th Dusk 122nd year of Ascendancy at 20:23 see stats
By Ynanssa the Cornac Earth Knight level 29
26th Haze 122nd year of Ascendancy at 08:35 see stats
By Ynanssa the Cornac Earth Knight level 8
79th Pyre 122nd year of Ascendancy at 06:04 see stats
By Ynanssa the Cornac Earth Knight level 22
33rd Dusk 122nd year of Ascendancy at 01:21 see stats
By Ynanssa the Cornac Earth Knight level 15
1st Dusk 122nd year of Ascendancy at 12:37 see stats
By Ynanssa the Cornac Earth Knight level 30
56th Haze 122nd year of Ascendancy at 04:43 see stats
Log
Ynanssa hits Bloated ooze for 10 light, 10 light (20 total damage).
Tentacle Constriction from Aduriarith the corrupted mastocytic feeder performs a melee critical strike against Ynanssa!
Your shield crumbles under the damage!
The shield around Ynanssa crumbles.
Talent Infusion: Movement is ready to use.
Ynanssa killed Bloated ooze!
Ynanssa killed Bloated ooze!
Bleeding from Silabeth the corrupted protoplasmic controller hits Ynanssa for (9 mitigated), (41 absorbed), 0 physical (0 total damage).
Melee retaliation hits Aduriarith the corrupted mastocytic feeder for 2 temporal, 8 light (10 total damage).
Tentacle Constriction from Aduriarith the corrupted mastocytic feeder hits Ynanssa for (25 withstood), (166 absorbed), (5 shrugged off), 92 darkness (92 total damage).
Silabeth the corrupted protoplasmic controller uses Dual Strike.
Silabeth the corrupted protoplasmic controller performs a melee critical strike against Ynanssa!
Ynanssa resists the stunning strike!
Silabeth the corrupted protoplasmic controller performs a melee critical strike against Ynanssa!
Silabeth the corrupted protoplasmic controller shares damage with his oozes!
Silabeth the corrupted protoplasmic controller hits Ynanssa for (12 withstood), (7 shrugged off), 115 physical, (0 ignored), 0 fire, (13 withstood), (8 shrugged off), 129 physical, (0 ignored), 0 fire (244 total damage).
Melee retaliation hits Silabeth the corrupted protoplasmic controller for 1 temporal, 3 light, 1 temporal, 3 light (7 total damage).
Poison from Ynanssa hits Aduriarith the corrupted mastocytic feeder for 22 nature damage.
Cyryvena the corrupted plasmic disruptor uses Slumber.
Cyryvena the corrupted plasmic disruptor's mind surges with critical power!
Ynanssa is in a deep sleep.
Tentacle Constriction from Aduriarith the corrupted mastocytic feeder performs a melee critical strike against Ynanssa!
Ynanssa is suffering from insomnia.
Ynanssa feels pain again.
Ynanssa leaves the cover of its shell.
Talent Tactical Specialization is ready to use.
Bleeding from Silabeth the corrupted protoplasmic controller hits Ynanssa for (9 mitigated), (4 shrugged off), 74 physical (74 total damage).
Melee retaliation hits Aduriarith the corrupted mastocytic feeder for 2 temporal, 7 light (9 total damage).
Tentacle Constriction from Aduriarith the corrupted mastocytic feeder hits Ynanssa for (40 withstood), (24 shrugged off), 386 darkness (386 total damage).
Ynanssa the level 32 cornac earth knight was swallowed by the void to death by Aduriarith the corrupted mastocytic feeder on level 1 of The Godfeaster.