Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
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 No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Ascii Information Frames 1.7.4Oh my god this stuff is so totally cool. Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Reminders 1.7.6Simple addon to add ingame reminders. Current reminders: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 50 / 1060% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 55 (base 11) |
Dexterity | 110 (base 60) |
Constitution | 43 (base 32) |
Magic | 133 (base 63) |
Willpower | 42 (base 12) |
Cunning | 128 (base 65) |
Resources
Life | 1601/1601 |
Mana | 464/464 |
Stamina | 287/287 |
Healing Factor | 1.5497742564934 |
Regeneration | 20.534508898538 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 49.390415961552 |
See Invisible | 58.390415961552 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 67 |
Accuracy | 82 |
Crit Chance | 55% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 89% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +71% |
Blight | +38% |
Arcane | +179% |
Cold | +187% |
All | +19% |
Crit. mult. | +175% |
Lightning | +133% |
Temporal | +55% |
Physical | +115% |
Mind | +28% |
Fire | +194% |
Nature | +22% |
Offense: Damage Penetration
Acid | +40% |
Blight | +55% |
Arcane | +120% |
Cold | +115% |
All | +25% |
Darkness | +42% |
Light | +85% |
Temporal | +40% |
Physical | +58% |
Mind | +35% |
Lightning | +35% |
Defense: Base
Armour (hardiness) | 51 (50.65183292883%) |
Defense | 84 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 47 |
Mental Save | 67 |
Defense: Resistances
Blight | + 60%( 70%) |
Arcane | + 44%( 70%) |
Mind | + 41%( 70%) |
All | + 38%( 70%) |
Crit. shrug | +38% |
Lightning | + 70%( 70%) |
Physical | + 57%( 70%) |
Temporal | + 62%( 70%) |
Darkness | + 68%( 70%) |
Cold | + 56%( 70%) |
Fire | + 44%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
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 1098 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1126% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Shielding |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Shield |
talent | Chant of Fortress |
talent | Thunderstorm |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Cyrymina the orc archer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Resistance +28% darkness +24% temporal Silence Resist +28% Confus Resist +41% Stun Resist +26% Out-of-Phase Defense +25 Out-of-Phase Resistance +15% Out-of-Phase Resilience +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +24% lightning Ignore Shields +30% defense ------ Resistance +10% blight +9% darkness other ------- Light +4 Infravision +5 See Invisibility +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 32 life. Creatures standing in the retch also have 8% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Wil +5 Cun offense ------ Critical power +10.00% Physical Power +11 (+3 eff.) Spellpower +10 (+2 eff.) Accuracy +9 (+2 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +12 Defense +13 (+3 eff.) Fatigue +5% Resistance +6% blight +14% physical +6% all Physical save +26 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+4 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. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +9 Dex offense ------ Damage +9% lightning Ignore resists +10% lightning Accuracy +11 (+3 eff.) defense ------ Resistance +6% mind Life +106.00 Life Regen +13.00 Healmod +16% Disarm Resist +41% Pinning Resist +35% Knockbk Resist +40% 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 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Dex offense ------ Damage +20% lightning Accuracy +12 (+3 eff.) defense ------ Resistance +40% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+7 eff.) Damage +30% lightning defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 This staff offers 30% bonus to fire, cold, lightning, arcane damage. (included above) Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +2 Dex +3 Wil offense ------ Physical Crit +2.0% Accuracy +18 (+4 eff.) defense ------ Armor +7 Physical save +16 (+4 eff.) Mind save +30 (+8 eff.) Life +63.00 Disarm Resist +71% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +1 Dex +5 Mag offense ------ Spell Crit +2% Critical power +15.00% Spellpower +18 (+3 eff.) Ignore Shields +10% other ------- Max mana +60.00 Amulets make your neck look great! |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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, 5 darkness, 5 blight, 5 light, 4 arcane, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 56 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 76 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) defense ------ Resistance +11% mind +6% lightning Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Str +2 Wil defense ------ Mind save +5 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil offense ------ On-Hit 6 light 6 darkness When Hit: * 8% chance to reduce damage dealt by 24% * 7% chance to blind defense ------ Mind save +5 (+2 eff.) Confus Resist +14% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +6 Mag +3 Wil defense ------ Resistance +5% arcane +12% nature other ------- Light +2 Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Str +4 Con defense ------ Unlife -40.00 life other ------- Masteries +0.28 Spell/Aegis Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ On-Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+9 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +5% lightning defense ------ Healmod +16% Cut Resist +60% Heal: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +13% mind Confus Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +14% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag defense ------ Armor +12 Resistance +18% lightning +6% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: defense ------ Fatigue -6% Resistance +6% temporal +3% fire +5% arcane +9% darkness Life +40.00 Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +2 Wil defense ------ Mind save +7 (+2 eff.) Confus Resist +13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +4 Defense +7 (+1 eff.) Max Resistance +4% all Physical save +10 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str defense ------ Armor +5 Defense +6 (+1 eff.) Max Resistance +3% all Physical save +12 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +15% light +12% darkness Blind Resist +27% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +2 Wil +4 Cun offense ------ Critical power +18.00% Spellpower +12 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +4 Wil offense ------ On-Hit 12 light 13 darkness When Hit: * 13% chance to reduce damage dealt by 24% * 12% chance to blind defense ------ Defense +10 (+2 eff.) Mind save +15 (+4 eff.) Life +100.00 Blind Resist +20% Knockbk Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 21 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 42 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 35 out of 80/80. Range melee/personal Cooldown: 49 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 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +8 Dex defense ------ Resistance +18% fire +18% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 10 light 9 darkness When Hit: * 9% chance to reduce damage dealt by 24% * 9% chance to blind defense ------ Fatigue -6% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 10 light 9 darkness When Hit: * 13% chance to reduce damage dealt by 24% * 7% chance to blind defense ------ Physical save +18 (+4 eff.) Spell save +13 (+5 eff.) Mind save +15 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun defense ------ Resistance +18% temporal Pinning Resist +20% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +4 Str other ------- Light +3 Infravision +3 Masteries +0.34 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 7 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 477.59 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +10 Cun +10 Con offense ------ Move Speed +10% defense ------ Fatigue -10% Life Regen +5.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +16.00% Accuracy +8 (+2 eff.) Ignore Armor +15 defense ------ Resistance +23% lightning Stun Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +18.00% Spellpower +10 (+2 eff.) defense ------ Physical save +23 (+5 eff.) Spell save +24 (+8 eff.) Mind save +22 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun defense ------ Resistance +21% temporal Pinning Resist +38% Knockbk Resist +36% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +23% light +21% darkness Healmod +24% Blind Resist +33% Cut Resist +60% Heal: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 257 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con defense ------ Physical save +12 (+3 eff.) Life +80.00 Life Regen +6.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con offense ------ Critical power +15.00% Accuracy +9 (+2 eff.) Ignore Armor +19 defense ------ Physical save +12 (+3 eff.) Life +80.00 Life Regen +8.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning defense ------ Resistance +21% lightning +40% temporal Life Regen +4.00 Poison Resist +20% Pinning Resist +50% Knockbk Resist +50% Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: defense ------ Resistance +3% fire +6% darkness +22% cold Blind Resist +10% Poison Resist +10% Cut Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Move Speed +16% Accuracy +9 (+2 eff.) defense ------ Defense +7 (+1 eff.) Resistance +5% arcane +6% mind Unlife -80.00 life Healmod +10% Knockbk Resist +20% Blinding Speed: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+1 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Life Regen +1.00 Stun Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con offense ------ Physical Power +6 (+2 eff.) Spellpower +8 (+1 eff.) defense ------ Physical save +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 49% defense ------ Resistance +18% acid +24% fire +5% arcane +9% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil defense ------ Fatigue -5% Resistance +9% mind other ------- Encumbrance +32 Mana-on-crit +2.00 Max mana +100.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% temporal Life +35.00 Disarm Resist +37% Pinning Resist +32% Knockbk Resist +38% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag +6 Wil offense ------ Spellpower +8 (+1 eff.) Damage +13% lightning defense ------ Resistance +26% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 20 light On-Ranged-Hit 15 light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+1 eff.) defense ------ Defense +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str offense ------ Move Speed +16% Accuracy +7 (+2 eff.) defense ------ Armor +8 Defense +11 (+2 eff.) Blinding Speed: Puts all charms on 28 turn cooldown Effective talent level: 4.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: defense ------ Defense +30 (+6 eff.) Resistance +14% physical Physical save +6 (+1 eff.) Disarm Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: defense ------ Resistance +30% acid +9% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +8 Str +3 Con offense ------ Spellpower +30 (+5 eff.) defense ------ Resistance +18% physical Spell save +12 (+4 eff.) other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Mag defense ------ Resistance +28% cold Spell save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 21 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +6 Str +4 Wil offense ------ Critical power +20.00% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 defense ------ Resistance +40% nature Crit Resistance 15.00% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +5% all defense ------ Resistance +15% arcane Spell save +10 (+4 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 700.33 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +9 Mag +7 Wil offense ------ Spellpower +8 (+1 eff.) On-Hit 10 light On-Ranged-Hit 16 light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Cun +7 Mag offense ------ Spellpower +15 (+3 eff.) defense ------ Life +38.00 Disarm Resist +43% Pinning Resist +50% Knockbk Resist +39% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +6 Wil defense ------ Resistance +30% darkness Mind save +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun defense ------ Defense +12 (+2 eff.) Resistance +23% acid +25% fire +20% lightning +19% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +13 (+3 eff.) Ignore Armor +12 defense ------ Defense +17 (+3 eff.) Physical save +10 (+2 eff.) Spell save +7 (+3 eff.) Mind save +9 (+3 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +18 Cun +10 Dex offense ------ On-Hit 31 physical On-Ranged-Hit 27 physical Accuracy +13 (+3 eff.) On-Hit (Melee): * 19% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 29 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +9 Cun +9 Dex offense ------ Move Speed +20% Accuracy +14 (+3 eff.) defense ------ Defense +15 (+3 eff.) Blinding Speed: Puts all charms on 28 turn cooldown Effective talent level: 3.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Cun +6 Wil defense ------ Resistance +34% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: defense ------ Defense +25 (+5 eff.) Resistance +12% mind +55% fire Mind save +18 (+5 eff.) Healmod +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +3 (+0 eff.) defense ------ Resistance +3% acid Physical save +5 (+1 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff This staff offers 10% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +13 (+2 eff.) Damage +20% lightning Ignore Shields +15% defense ------ Defense +13 (+3 eff.) Shield Power +8% Physical save +5 (+1 eff.) Spell save +7 (+3 eff.) Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff This staff offers 20% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Critical power +18.00% Physical Power +8 (+2 eff.) Spellpower +24 (+4 eff.) On-Hit 18 fire Damage +25% lightning Accuracy +7 (+2 eff.) defense ------ Resistance +6% cold other ------- See Invisibility +11 Talents +1 Command Staff This staff offers 25% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +4.0% Spell Crit +16% Critical power +58.00% Spellpower +37 (+6 eff.) Ignore Shields +30% Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Talents +1 Command Staff This staff offers 25% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Con offense ------ Spell Crit +4% Spellpower +22 (+4 eff.) Spellpower/crit +9 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +40.00 Talents +1 Command Staff This staff offers 25% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +21% Critical power +17.00% Spellpower +12 (+2 eff.) Damage +25% lightning defense ------ Resistance +5% arcane Unlife -80.00 life other ------- Talents +1 Command Staff This staff offers 25% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning Ignore resists +30% lightning other ------- Max mana +100.00 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 139 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 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Spell Crit +20% Critical power +20.00% Spellpower +15 (+3 eff.) defense ------ Resistance +12% acid +9% temporal +20% light Crit Resistance 15.00% other ------- Talents +1 Command Staff This staff offers 30% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Wil +4 Con offense ------ Spell Crit +21% Spellpower +18 (+3 eff.) defense ------ Resistance +3% light Physical save +7 (+1 eff.) Spell save +10 (+4 eff.) Mind save +9 (+3 eff.) other ------- See Invisibility +3 Talents +1 Command Staff This staff offers 38% bonus to blight damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +20.00% Spellpower +31 (+5 eff.) defense ------ Defense +10 (+2 eff.) other ------- Mana/turn +0.55 Light +5 Talents +1 Command Staff This staff offers 30% bonus to darkness damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 21 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +39.00% Spellpower +24 (+4 eff.) On-Hit 31 fire other ------- See Invisibility +12 Talents +1 Command Staff This staff offers 30% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Spellpower +20 (+4 eff.) Damage +38% lightning other ------- Talents +1 Command Staff This staff offers 38% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str offense ------ Accuracy +16 (+4 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 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 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Master Weapon Damage 45.0 - 58.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Dex defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +8 Str +2 Wil offense ------ Physical Crit +8.0% Spell Crit +2% Physical Power +11 (+3 eff.) Ignore resists +14% all Accuracy +36 (+8 eff.) Ignore Armor +8 defense ------ Unlife -80.00 life Disarm Resist +20% other ------- Mana-on-crit +2.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Damage +13% lightning defense ------ Resistance +19% lightning +7% all Mind save +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Psionic While equipped: Stats +4 Mag +5 Wil +4 Cun offense ------ Critical power +13.00% defense ------ Resistance +9% cold +11% all other ------- Mana/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +11% acid +10% physical +13% fire +12% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Psionic While equipped: Stats +6 Cun +3 Wil offense ------ Critical power +15.00% defense ------ Resistance +15% lightning +13% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+4 eff.) defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 35 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 11 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Dex +10 Cun +2 Con offense ------ Critical power +20.00% On-Hit (Melee): * 24% chance to slow global speed by 56% defense ------ Resistance +6% temporal +18% darkness +20% mind +15% fire +36% nature +15% all Physical save +16 (+4 eff.) Spell save +20 (+7 eff.) Mind save +39 (+10 eff.) other ------- Infravision +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: defense ------ Resistance +15% all +36% fire Mind save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +20% Spellpower +31 (+5 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.10 Max mana +98.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +9 Cun offense ------ Critical power +15.00% Spellpower +12 (+2 eff.) Spellpower/crit +5 defense ------ Resistance +15% all Silence Resist +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 54, based on Cunning and Magic) for 10 turns. Uses 35 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +15 (+3 eff.) defense ------ Spell save +6 (+2 eff.) other ------- Stamina/turn +3.00 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Spell Crit +5% Spellpower +20 (+4 eff.) Spellpower/crit +6 defense ------ Resistance +5% arcane Physical save +10 (+2 eff.) other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 17 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Power +12 (+4 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 defense ------ Resistance +18% acid +30% cold Spell save +15 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: defense ------ Defense +19 (+4 eff.) Resistance +9% acid +6% light +9% cold +9% fire +5% arcane +10% lightning Physical save +15 (+3 eff.) Stealth +12 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +9 Dex +6 Mag +8 Con defense ------ Armor +3 Defense +8 (+2 eff.) Resistance +5% arcane other ------- See Invisibility +6 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +6 (+1 eff.) Spellpower/crit +4 defense ------ Armor +3 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +23% Confus Resist +24% Stun Resist +25% A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 294 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 17 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +2 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +3 Fatigue +2% Unlife -40.00 life Silence Resist +20% Confus Resist +21% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Cun offense ------ On-Hit 11 physical defense ------ Armor +9 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 277.91 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+2 eff.) On-Hit 12 arcane defense ------ Armor +3 Resistance +6% arcane Life Regen +7.00 other ------- Stamina/turn +1.40 Max stamina +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Mag offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Resistance +8% light +8% darkness Physical save +8 (+2 eff.) Mind save +8 (+2 eff.) Disarm Resist +33% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 14 turn cooldown Effective talent level: 1.0 Power cost 14 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 118.56 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag defense ------ Armor +2 Fatigue +3% Resistance +6% nature +4% physical Physical save +6 (+1 eff.) Mind save +15 (+4 eff.) Unlife -40.00 life Poison Resist +20% Silence Resist +20% Stun Resist +20% 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. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 3.0 Power cost 14 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.76 mind and 20.23 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 5.12 mind and 4.76 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 8.61 mind and 8.01 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Nature While equipped: Stats +7 Mag +5 Wil offense ------ Spellpower +7 (+1 eff.) On-Hit 12 arcane 15 fire defense ------ Armor +3 Fatigue +5% Resistance +7% arcane +8% fire 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 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- 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: Effective talent level: 3.0 Power cost 18 out of 25/25. Range 3 Cooldown: 18 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 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning defense ------ Defense +2 (+0 eff.) Resistance +24% fire +6% nature +18% darkness Unlife -80.00 life Life Regen +4.00 Disease Resist +20% Disarm Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +11 (+2 eff.) defense ------ Defense +2 (+0 eff.) other ------- Mana/turn +0.70 Mana when Hit +1.50 Max mana +40.00 Manaflow: Puts all charms on 28 turn cooldown Effective talent level: 1.0 Power cost 28 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Defense +2 (+0 eff.) other ------- Mana/turn +0.15 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 30% gloom effects defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: Stats +2 Mag +10 Con defense ------ Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 7 turn cooldown Effective talent level: 5.0 Power cost 7 out of 10/10. Range melee/personal Cooldown: 10 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 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +5 Mag defense ------ Armor +3 Fatigue +1% Resistance +3% lightning +7% cold +1% physical Disease Resist +10% other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 25 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Dex +4 Wil defense ------ Armor +5 Fatigue +5% Resistance +6% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Con offense ------ Accuracy +20 (+4 eff.) defense ------ Armor +5 Fatigue +5% Resistance +1% physical other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invisibility +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense level 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. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 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 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical 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 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 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 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance T5 red gem [Plot Item] While equipped: Item imbue powers: One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) defense ------ Resistance +30% light Healmod +10% other ------- 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.(98 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Str offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 defense ------ Mind save +8 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +11 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +15% acid +3% cold +6% light Life +51.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +6% temporal +15% fire +9% light +6% nature Spell save +18 (+6 eff.) other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Armor +2 Resistance +6% temporal +20% light +6% darkness Silence Resist +10% Confus Resist +10% Stun Resist +10% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: defense ------ Resistance +7% cold +7% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +15% Out-of-Phase Resilience +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 Encumbrance T5 lite [Ego+] Arcane/Nature While equipped: defense ------ Resistance +7% cold +7% temporal Life +61.00 Out-of-Phase Defense +19 Out-of-Phase Resistance +11% Out-of-Phase Resilience +23% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 18 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 539.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 539.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 56 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Str +6 Wil offense ------ Spellpower/crit +4 defense ------ Fatigue -5% other ------- Mana/turn +0.12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Ignore Armor +15 While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +3 Str +6 Mag offense ------ Spell Crit +9% Critical power +10.00% defense ------ Resistance +15% mind +6% blight Cut Resist +20% Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 13 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 7 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 Encumbrance 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 Encumbrance 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. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 183% of the healing done. This effect scales with your Magic stat.. Uses 52 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 893.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 320 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 23 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore Shields +30% Accuracy +30 (+6 eff.) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- 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 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Spellpower +30 (+5 eff.) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +60.00 Sting an enemy dealing 529 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Critical power +10.00% defense ------ Armor +4 Defense +10 (+2 eff.) Resistance +1% physical Sting an enemy dealing 697 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun offense ------ Critical power +10.00% other ------- Wards +3 lightning +4 fire +3 darkness +3 light Talents +1 Ward Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +6 Str +1 Mag +4 Wil defense ------ Crit Resistance 15.00% other ------- Wards +4 blight +4 fire +3 nature +4 temporal Talents +1 Ward Create a shield absorbing up to 459 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 361.15 temporal and 277.27 darkness damage (based on Magic). Uses 14 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 744 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown 100% to heal for 80. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance 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 Dragon the Drem Arcane Blade level 29
5th Gold 123rd year of Ascendancy at 14:05 see stats
By Dragon the Drem Arcane Blade level 44
14th Steel 124th year of Ascendancy at 10:22 see stats
By Dragon the Drem Arcane Blade level 28
33rd Steel 123rd year of Ascendancy at 01:10 see stats
By Dragon the Drem Arcane Blade level 33
18th Wealth 123rd year of Ascendancy at 09:22 see stats
By Dragon the Drem Arcane Blade level 41
16th Iron 124th year of Ascendancy at 10:27 see stats
By Dragon the Drem Arcane Blade level 32
13rd Wealth 123rd year of Ascendancy at 04:49 see stats
By Dragon the Drem Arcane Blade level 28
40th Steel 123rd year of Ascendancy at 13:40 see stats
By Dragon the Drem Arcane Blade level 30
3rd Stralite 123rd year of Ascendancy at 19:21 see stats
By Dragon the Drem Arcane Blade level 42
28th Iron 124th year of Ascendancy at 16:46 see stats
By Dragon the Drem Arcane Blade level 20
3rd Dearth 122nd year of Ascendancy at 04:39 see stats
By Dragon the Drem Arcane Blade level 50
8th Gold 124th year of Ascendancy at 05:17 see stats
By Dragon the Drem Arcane Blade level 19
28th Wealth 122nd year of Ascendancy at 03:10 see stats
By Dragon the Drem Arcane Blade level 24
6th Steel 123rd year of Ascendancy at 22:07 see stats
By Dragon the Drem Arcane Blade level 22
25th Iron 123rd year of Ascendancy at 22:59 see stats
By Dragon the Drem Arcane Blade level 49
2nd Gold 124th year of Ascendancy at 01:13 see stats
By Dragon the Drem Arcane Blade level 41
19th Iron 124th year of Ascendancy at 10:37 see stats
By Dragon the Drem Arcane Blade level 10
45th Profit 122nd year of Ascendancy at 04:43 see stats
By Dragon the Drem Arcane Blade level 20
30th Wealth 122nd year of Ascendancy at 10:44 see stats
By Dragon the Drem Arcane Blade level 30
2nd Stralite 123rd year of Ascendancy at 13:05 see stats
By Dragon the Drem Arcane Blade level 40
3rd Iron 124th year of Ascendancy at 06:59 see stats
By Dragon the Drem Arcane Blade level 50
3rd Gold 124th year of Ascendancy at 23:04 see stats
By Dragon the Drem Arcane Blade level 48
29th Steel 124th year of Ascendancy at 04:46 see stats
By Dragon the Drem Arcane Blade level 45
23rd Steel 124th year of Ascendancy at 20:32 see stats
By Dragon the Drem Arcane Blade level 21
12nd Loss 122nd year of Ascendancy at 06:06 see stats
By Dragon the Drem Arcane Blade level 48
32nd Steel 124th year of Ascendancy at 22:37 see stats
By Dragon the Drem Arcane Blade level 26
28th Steel 123rd year of Ascendancy at 18:35 see stats
By Dragon the Drem Arcane Blade level 18
26th Wealth 122nd year of Ascendancy at 23:19 see stats
By Dragon the Drem Arcane Blade level 31
5th Voratun 123rd year of Ascendancy at 09:29 see stats
By Dragon the Drem Arcane Blade level 50
8th Gold 124th year of Ascendancy at 05:15 see stats
By Dragon the Drem Arcane Blade level 35
40th Dearth 123rd year of Ascendancy at 23:28 see stats
By Dragon the Drem Arcane Blade level 13
7th Wealth 122nd year of Ascendancy at 13:34 see stats
By Dragon the Drem Arcane Blade level 43
4th Steel 124th year of Ascendancy at 13:36 see stats
By Dragon the Drem Arcane Blade level 21
23rd Iron 123rd year of Ascendancy at 21:30 see stats
By Dragon the Drem Arcane Blade level 50
8th Gold 124th year of Ascendancy at 05:17 see stats
By Dragon the Drem Arcane Blade level 35
39th Dearth 123rd year of Ascendancy at 19:28 see stats
By Dragon the Drem Arcane Blade level 15
15th Wealth 122nd year of Ascendancy at 23:11 see stats
By Dragon the Drem Arcane Blade level 36
44th Dearth 123rd year of Ascendancy at 08:47 see stats
By Dragon the Drem Arcane Blade level 21
23rd Iron 123rd year of Ascendancy at 07:37 see stats
By Dragon the Drem Arcane Blade level 26
26th Steel 123rd year of Ascendancy at 18:13 see stats
By Dragon the Drem Arcane Blade level 18
26th Wealth 122nd year of Ascendancy at 00:44 see stats
By Dragon the Drem Arcane Blade level 27
32nd Steel 123rd year of Ascendancy at 16:54 see stats
Log
The furious lightning storm around Dragon calms down and disappears.
=====================
Damage dealt
=====================
4,318,983 lightning
228,922 physical
155,305 arcane
53,293 fire
8,159 darkness
1,732 temporal
1,488 cold
1,128 light
336 nature
259 blight
=====================
Damage taken
=====================
12,267 physical
9,170 fire
7,071 blight
5,051 nature
4,738 acid
4,662 arcane
3,845 cold
3,091 lightning
2,595 darkness
945 light
906 mind
571 temporal