












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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! 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 50 / 3892% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 66 (base 19) |
Dexterity | 117 (base 60) |
Constitution | 57 (base 44) |
Magic | 171 (base 63) |
Willpower | 48 (base 16) |
Cunning | 153 (base 61) |
Resources
Mana | 554/589 |
Life | 1281/1281 |
Positive | 177/177 |
Stamina | 302/302 |
Paradox | 300 |
Healing Factor | 1.7251118176839 |
Regeneration | 29.758178855047 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +53.7596588797% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 73.13174240649 |
See Invisible | 73.13174240649 |
Offense: Mainhand
Damage | 141 |
Accuracy | 74 |
Crit Chance | 80% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 74 |
Crit Chance | 97% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 124 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Blight | +24% |
Arcane | +54% |
Cold | +60% |
All | +15% |
Darkness | +53% |
Physical | +40% |
Temporal | +24% |
Lightning | +218% |
Mind | +42% |
Fire | +44% |
Nature | +51% |
Offense: Damage Penetration
Mind | +80% |
Darkness | +79% |
Nature | +41% |
Temporal | +56% |
Blight | +46% |
Arcane | +49% |
Cold | +46% |
All | +36% |
Defense: Base
Armour (hardiness) | 59.591033469697 (48.304188961773%) |
Defense | 97 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 66 |
Mental Save | 55 |
Defense: Resistances
Acid | + 57%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Darkness | + 60%( 70%) |
Light | + 41%( 70%) |
Temporal | + 67%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 61%( 70%) |
Mind | + 45%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Knockback Resistance | 0% |
Confusion Resistance | 83% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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 1755 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 7 times. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 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 1082% 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Chant of Resistance |
talent | Thunderstorm |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Combat |
talent | Shielding |
talent | Stone Skin |
beneficial effect | The target's spellpower has been increased by 57. Spellsurge |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost tinker from death by Lisyremina the orc assassin. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Precognition (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3637. | 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 [Random Unique] Arcane While equipped: Stats +2 Cun +9 Mag offense ------ Critical power +5.00% Spellpower +10 (+2 eff.) Mindpower +15 (+4 eff.) Damage +9% acid +6% nature +9% blight Ignore resists +5% nature +20% temporal +15% mind +18% darkness When Hit 2 nature defense ------ Armor +5 Fatigue +4% Resistance +22% darkness +23% temporal Mind save +6 (+2 eff.) Disease Resist +46% Silence Resist +41% Confus Resist +36% Stun Resist +48% Out-of-Phase Defense +25 Out-of-Phase Resistance +17% Out-of-Phase Resilience +19% 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 T5 lite [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +3% temporal Ignore resists +11% all Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 45 defense ------ Resistance +7% cold +22% temporal Physical save +12 (+4 eff.) Healmod +30% Out-of-Phase Defense +17 Out-of-Phase Resistance +16% Out-of-Phase Resilience +19% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +9 (+2 eff.) Spellpower/crit +10 Damage +13% acid +3% darkness +15% fire +11% cold +17% arcane +27% lightning defense ------ Defense +3 (+1 eff.) Resistance +21% lightning other ------- Mana/turn +3.00 Mana when Hit +2.60 Max mana +173.00 Max vim +20.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 2.5 Power cost 34 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 25 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% lightning +15% mind +15% darkness Ignore resists +25% darkness +29% mind When Hit 10 darkness On-Hit (Melee): * 23% chance to reduce damage dealt by 30% * 23% chance to reduce all saves and defense by 37 defense ------ Resistance +12% mind Create a shield absorbing up to 1007 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +8 Mag +15 Cun offense ------ Physical Power +15 (+3 eff.) Spellpower +34 (+5 eff.) Mindpower +20 (+5 eff.) Move Speed +15% Damage +35% lightning +12% cold +9% arcane +8% all When Hit 8 cold defense ------ Resistance +5% arcane +6% lightning Damage Avoidance +8% Affinity +20% lightning Mind save +11 (+3 eff.) Confus Resist +47% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Cun +7 Mag offense ------ Spellpower +14 (+2 eff.) Mindpower +10 (+3 eff.) Damage +12% mind +6% temporal defense ------ Mind save +6 (+2 eff.) Life +100.00 Life Regen +17.00 Healmod +11% Silence Resist +46% Stun Resist +60% other ------- Mana/turn +0.40 EQ when Hit +0.24 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) 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." |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Mag +7 Cun +8 Con offense ------ Spell Crit +15% Critical power +43.00% Spellpower +15 (+3 eff.) Damage +42% lightning +12% acid defense ------ Resistance +6% light +6% fire other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +46.00 Max negative +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +14 Wil +5 Cun offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Ignore resists +10% blight Against +31% Summoned When Hit 8 blight 4 temporal When Hit: * 35% chance to reduce strength, dexterity, and constitution by 45 * 38% chance to reduce damage dealt by 30% defense ------ Resistance +3% temporal Resist Against +33% Summoned Mind save +10 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 30% Cun, 35% Str, 35% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +5% Critical power +41.00% Spellpower +10 (+2 eff.) Damage +13% arcane +6% cold Ignore resists +13% arcane +10% cold Accuracy +10 (+2 eff.) Ignore Armor +15 When Hit 8 cold On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Armor +11 Defense +3 (+1 eff.) Resistance +31% cold Stealth +15 other ------- Max mana +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +13 Mag +10 Wil offense ------ Physical Crit +2.0% Spellpower +20 (+3 eff.) Spellpower/crit +6 Damage +46% lightning +25% physical +16% cold When Hit 4 physical defense ------ Resistance +49% lightning +12% cold +15% all Unlife -80.00 life Silence Resist +39% other ------- Stamina/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 424.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 535.51 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 649.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. 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 [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1579% for 10 turns (998 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1474 damage for 7 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore resists +10% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +18% lightning Physical save +6 (+2 eff.) Life +38.00 Life Regen +2.00 other ------- EQ when Hit +0.24 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +7 Str +7 Mag offense ------ Physical Power +20 (+4 eff.) Damage +6% physical Ignore resists +25% physical Accuracy +15 (+4 eff.) Ignore Armor +3 defense ------ Armor +6 Physical save +15 (+5 eff.) 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 (+5 eff.) Spell save +15 (+3 eff.) Mind save -7 (-3 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 T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness 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: 4.5 Power cost 26 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 47 light damage to everyone else who enters. The circle lasts 5 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 T5 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +31% cold +15% light +9% mind defense ------ Resistance +30% lightning +12% cold +21% light +21% fire Stun Resist +43% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +8 Con offense ------ Critical power +5.00% Damage +12% physical Ignore resists +15% physical Accuracy +5 (+1 eff.) defense ------ Defense +5 (+1 eff.) Physical save +13 (+5 eff.) Life +82.00 Life Regen +11.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+2 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 43 out of 80/80. Range melee/personal Cooldown: 37 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 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +6 Cun +11 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% light +5% arcane +6% mind Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +20% other ------- Masteries +0.10 Technique/Magical combat Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +7 Mag defense ------ Armor +6 Defense +9 (+2 eff.) Max Resistance +4% all Physical save +13 (+5 eff.) Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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] Master While equipped: Stats +3 Str offense ------ When Hit 6 temporal defense ------ Armor +6 Resistance +9% lightning +2% physical +3% light Spell save +6 (+1 eff.) Silence Resist +10% Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% lightning +14% cold +9% acid When Hit 10 cold defense ------ Resistance +9% lightning +28% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +3% darkness +3% temporal defense ------ Defense +5 (+1 eff.) Resistance +12% blight +9% darkness +9% lightning Spell save +3 (+0 eff.) Disease Resist +20% Silence Resist +28% other ------- Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Cun +7 Dex offense ------ Damage +6% light +12% cold Ignore resists +20% light Accuracy +10 (+2 eff.) When Hit 2 light 6 cold defense ------ Resistance +16% acid +18% fire +16% cold +20% lightning Mind save +11 (+3 eff.) Confus Resist +34% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +8 Con offense ------ Physical Power +13 (+3 eff.) Damage +13% cold When Hit 6 acid defense ------ Resistance +9% blight +26% cold Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +13 (+4 eff.) Life Regen +4.00 Cut Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 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 (+2 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 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Damage +9% mind Ignore resists +15% mind When Hit 2 light defense ------ Armor +4 Resistance +15% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.02 cold and 20.14 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 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 +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 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: 5.5 Power cost 6 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 556.51 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 T2 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +32% lightning defense ------ Resistance +61% lightning Life +64.00 Life Regen +9.00 Healmod +12% other ------- Max psi +50.00 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? |
![]() 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 T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% mind defense ------ Resistance +5% arcane Life +80.00 Blind Resist +50% Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.16 Infravision +5 See Stealth +15 See Invisibility +17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +13 (+2 eff.) defense ------ Mind save +10 (+3 eff.) Confus Resist +36% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex offense ------ Accuracy +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +5 Con offense ------ Move Speed +12% Damage +10% lightning +10% fire +10% cold Accuracy +11 (+3 eff.) defense ------ Defense +11 (+2 eff.) other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 4.5 Power cost 34 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 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con offense ------ Accuracy +12 (+3 eff.) defense ------ Resistance +30% mind Confus Resist +30% Fear Resist +30% other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +12 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +5 Mag offense ------ On-Hit 25 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 37 defense ------ Spell save +10 (+2 eff.) other ------- Hate-on-crit +3.00 Max hate +12.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 5.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 blight On-crit, radius 2 +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 45 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +6 Str +9 Dex +5 Mag +4 Wil +7 Cun +7 Con offense ------ Combat Speed +10% Damage +9% arcane Accuracy +13 (+3 eff.) defense ------ Resistance +5% arcane Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 darkness +11 fire On-crit, radius 2 +8 darkness +16 fire While equipped: offense ------ Damage +9% darkness defense ------ Mind save +6 (+2 eff.) Life +100.00 Silence Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +12 nature +8 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Dex offense ------ Physical Power +15 (+3 eff.) Ignore resists +13% all Accuracy +50 (+11 eff.) Ignore Armor +15 defense ------ Resistance +18% lightning Unlife -40.00 life Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Ignore Shields +14% On-hit +12 light On-Hit, radius 1 +20 cold While equipped: Stats +5 Con offense ------ Physical Power +8 (+2 eff.) Damage +6% light Ignore resists +10% physical +10% light +8% all Accuracy +17 (+4 eff.) Ignore Armor +11 When Hit 4 light defense ------ Disarm Resist +26% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 34 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 50.06 acid and 41.66 blight damage. If not cleared after five turns it will inflict 236.55 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +9 mind On Hit: * 13% chance to reduce all saves and defense by 37 While equipped: Stats +2 Cun +2 Wil offense ------ Damage +18% blight Ignore resists +10% darkness +15% blight When Hit 4 darkness defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +27 fire While equipped: offense ------ Global Speed +4% Ignore resists +13% fire defense ------ Resistance +12% lightning +1% physical +18% nature Cut Resist +20% Disarm Resist +20% other ------- Mana/turn +0.12 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Nature Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Str +12 Dex +7 Mag +21 Wil +6 Cun +19 Con defense ------ Life +40.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +15 Str +9 Dex +9 Mag +13 Wil +12 Cun +7 Con offense ------ Damage +10% physical Accuracy +12 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 191 temporal damage and slows enemies in radius 6 of the target by 201% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 9 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +20 acid On-crit, radius 2 +8 blight On Hit: * 10% chance to slow global speed by 65% * 27% chance to reduce armor by 56% While equipped: offense ------ Mind Crit +11% Mindpower +16 (+4 eff.) Resonance +24% Damage +35% mind +6% blight Ignore resists +10% mind +5% blight On-Hit (Melee): * 27% chance to slow global speed by 65% * 10% chance to reduce armor by 56% defense ------ Resistance +10% mind Healmod +30% Heal-on-summon +53 other ------- Psi when Hit +2.10 Psi-on-crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +8 Cun offense ------ Mind Crit +2% Critical power +11.00% Mindpower +4 (+1 eff.) defense ------ Defense +20 (+4 eff.) Resistance +5% arcane +6% temporal Unlife -80.00 life Confus Resist +20% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 18.0 - 19.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +4 Dex +6 Mag +5 Wil +3 Cun +6 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 17 lightning Damage +18% lightning +21% mind +20% darkness Ignore resists +13% lightning +14% mind +13% darkness defense ------ Resistance +15% lightning other ------- Max hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random 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 +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +5 Mag offense ------ Spell Crit +19% Spellpower +22 (+4 eff.) Spellpower/crit +10 Damage +30% acid Ignore resists +5% mind Ignore Shields +23% defense ------ Defense +14 (+3 eff.) Shield Power +19% other ------- Light +2 See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random 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 +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +1 Dex offense ------ Spell Crit +10% Critical power +31.00% Spellpower +36 (+6 eff.) On-Hit 28 fire Damage +15% temporal +30% cold defense ------ Resistance +9% temporal Crit Resistance 5.00% Physical save +11 (+4 eff.) Spell save +10 (+2 eff.) Mind save +11 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.39 See Invisibility +10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown 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 (+7 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 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 [Random Unique] 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: Stats +13 Con offense ------ Spell Crit +19% Critical power +20.00% Spellpower +32 (+5 eff.) Damage +30% fire defense ------ Resistance +3% nature +6% darkness Unlife -40.00 life Life +20.00 Life Regen +7.90 Healmod +63% Pinning Resist +26% Teleport Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random 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 +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Spell Crit +20% Spellpower +31 (+5 eff.) Spellpower/crit +10 Damage +30% acid +15% blight defense ------ Resistance +6% arcane other ------- Mana/turn +0.40 Max mana +100.00 Max vim +50.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 141.34 to 169.60 acid damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Dex +4 Mag +2 Wil offense ------ Physical Crit +8.0% Spell Crit +19% Critical power +15.00% Physical Power +11 (+2 eff.) Spellpower +23 (+4 eff.) Damage +30% lightning +3% acid Ignore resists +15% lightning Accuracy +12 (+3 eff.) defense ------ Crit Resistance 10.00% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random 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 +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Spell Crit +14% Spellpower +44 (+7 eff.) Damage +36% cold Ignore resists +16% blight defense ------ Armor +9 Hardiness +8% Resistance +12% cold Physical save +18 (+6 eff.) other ------- Mana/turn +0.43 Vim-on-crit +5.00 Max vim +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Spell Crit +5% Critical power +35.00% Spellpower +24 (+4 eff.) On-Hit 29 fire Damage +30% physical When Hit 10 fire On-Hit (Melee): * 20% chance to reduce armor by 56% defense ------ Armor +10 Defense +11 (+2 eff.) other ------- See Invisibility +13 Wards +3 physical Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature 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 +4 Dex +7 Mag +5 Wil +7 Con offense ------ Spell Crit +5% Spellpower +33 (+5 eff.) Damage +30% lightning defense ------ Defense +12 (+3 eff.) Resistance +6% lightning Life Regen +1.80 Healmod +42% other ------- Max mana +80.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 260.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 32.0 - 38.4 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 ------ Spell Crit +12% Critical power +25.00% Spellpower +31 (+5 eff.) On-Hit 20 fire Damage +47% lightning +6% arcane When Hit 10 lightning other ------- Vim-on-crit +4.00 Max vim +22.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 41.0 - 49.2 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 +3 Mag offense ------ Physical Crit +13.0% Spell Crit +18% Spellpower +27 (+4 eff.) On-Hit 45 arcane Damage +41% temporal Ignore resists +15% arcane Ignore Shields +10% On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 45 other ------- Vim-on-crit +2.00 Max mana +120.00 Max vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 42.0 - 50.4 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 +2 Mag +1 Wil offense ------ Spell Crit +10% Spellpower +18 (+3 eff.) Damage +42% lightning +3% temporal When Hit 4 blight 4 cold defense ------ Defense +11 (+2 eff.) Resistance +21% lightning other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 303.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +60% lightning +12% cold Ignore resists +25% lightning When Hit 6 mind defense ------ Resistance +9% mind other ------- Talents +1 Command Staff 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: Stats +7 Con offense ------ Spell Crit +23% Critical power +19.00% Spellpower +30 (+5 eff.) Mindpower +5 (+2 eff.) Damage +3% blight +30% fire +12% mind Ignore resists +5% blight +5% arcane When Hit 2 arcane defense ------ Resistance +15% fire Life Regen +2.00 Healmod +19% other ------- Psi when Hit +0.12 Talents +1 Command Staff 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: Stats +6 Con offense ------ Spell Crit +15% Critical power +17.00% Spellpower +22 (+4 eff.) Spellpower/crit +3 Damage +3% blight +12% cold +30% lightning Ignore resists +15% blight +15% cold defense ------ Resistance +3% blight Life Regen +0.60 Healmod +22% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random 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 +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +27% Critical power +15.00% Spellpower +41 (+6 eff.) Damage +30% blight +3% physical Ignore resists +26% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 other ------- Stamina/turn +1.00 Mana/turn +0.28 Vim-on-crit +5.00 Max vim +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] 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: Stats +12 Con offense ------ Spell Crit +20% Critical power +15.00% Spellpower +28 (+4 eff.) Damage +30% blight +12% acid Ignore resists +15% acid On-Hit (Melee): * 10% chance to reduce armor by 56% defense ------ Resistance +15% acid Life Regen +2.70 Healmod +51% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) Damage +3% lightning When Hit 4 lightning defense ------ Resistance +9% darkness Physical save +10 (+4 eff.) Mind save +11 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Mind Crit +7% Critical power +10.00% Physical Power +24 (+5 eff.) Mindpower +10 (+3 eff.) Damage +9% blight Ignore resists +5% blight defense ------ Fatigue -9% Spell save +23 (+5 eff.) Mind save +6 (+2 eff.) other ------- Encumbrance +53 Size +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +9 Dex +9 Mag +6 Cun offense ------ Physical Crit +21.0% Mind Crit +13% Critical power +15.00% Physical Power +5 (+1 eff.) Damage +15% nature defense ------ Resistance +15% light +14% darkness Crit Resistance 19.38% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil +2 Cun offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Damage +11% physical Ignore resists +7% physical When Hit 6 blight defense ------ Mind save +6 (+2 eff.) other ------- Light +1 Infravision +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +6 Mag +3 Cun offense ------ Mindpower +12 (+3 eff.) Damage +9% lightning defense ------ Armor +14 Defense +15 (+3 eff.) Resistance +10% acid +9% temporal +22% fire +10% cold +10% lightning Physical save +40 (+14 eff.) other ------- Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature While equipped: Stats +13 Str +4 Wil +1 Cun +14 Con offense ------ Physical Power +23 (+5 eff.) Mindpower +7 (+2 eff.) Damage +6% blight defense ------ Physical save +19 (+7 eff.) Mind save +13 (+4 eff.) other ------- Infravision +3 Size +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Ignore resists +25% arcane defense ------ Defense +14 (+3 eff.) Resistance +15% light Stealth +11 Life +100.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% light +12% fire defense ------ Resistance +7% blight +18% fire +5% arcane The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +4 Wil +5 Cun +4 Con offense ------ Mind Crit +7% defense ------ Defense +13 (+3 eff.) Resistance +3% mind +1% physical Crit Resistance 15.00% Life +47.00 Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +6% lightning +9% light +6% acid Ignore resists +15% lightning +20% acid On-Hit (Melee): * 20% chance to reduce armor by 56% defense ------ Defense +2 (+1 eff.) Resistance +24% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature While equipped: Stats +1 Str +1 Con offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resistance +32% blight +2% physical +36% nature +12% light Life +60.00 Life Regen +20.00 Healmod +31% other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +15% darkness Ignore resists +11% darkness defense ------ Defense +12 (+3 eff.) Resistance +9% blight +6% temporal +20% darkness Physical save +10 (+4 eff.) Spell save +6 (+1 eff.) Mind save +3 (+1 eff.) Stealth +14 Life +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 3.5 Power cost 43 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Mag offense ------ Mindpower +35 (+9 eff.) Damage +3% blight defense ------ Defense +43 (+8 eff.) Resistance +9% lightning +25% fire +24% light +5% arcane Physical save +29 (+10 eff.) Mind save +13 (+4 eff.) Stealth +15 Unlife -50.00 life other ------- Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +6 Str +2 Dex +3 Mag +3 Wil +4 Cun defense ------ Defense +2 (+1 eff.) other ------- Max mana +80.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Accuracy +25 (+6 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue -6% Resistance +9% acid +5% arcane Mind save +12 (+4 eff.) Life +73.00 Life Regen +4.00 other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +27% cold Ignore resists +33% lightning +33% fire defense ------ Defense +3 (+1 eff.) Resistance +9% temporal Mind save +11 (+3 eff.) Life Regen +5.23 Blind Resist +26% Disarm Resist +26% Confus Resist +26% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +3 Mag +5 Wil offense ------ Damage +9% darkness Ignore resists +16% darkness +25% physical Accuracy +10 (+2 eff.) defense ------ Defense +3 (+1 eff.) Resistance +21% darkness Stealth +18 Life +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +3% Mind Crit +3% Spellpower +18 (+3 eff.) Mindpower +4 (+1 eff.) Damage +11% temporal +7% arcane +11% all defense ------ Resistance +3% cold +11% all Crit Resistance 15.00% Mind save +22 (+6 eff.) Unlife -40.00 life Healmod +5% other ------- Max mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Mag +7 Wil +9 Con offense ------ Damage +24% lightning +25% physical +3% darkness +30% cold +18% nature Ignore resists +5% darkness defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +15% lightning +6% temporal +16% cold +18% fire +15% all Physical save +28 (+10 eff.) Spell save +9 (+2 eff.) Poison Resist +41% Disease Resist +49% 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 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+2 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 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+3 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% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 13 out of 20/20. Range 9 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 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 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 T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% mind +6% darkness Ignore resists +25% lightning +5% darkness +5% mind When Hit 4 lightning defense ------ Armor +1 Silence Resist +25% Confus Resist +21% Stun Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +8 Wil +2 Cun offense ------ Spell Crit +5% Mind Crit +5% Physical Power +18 (+4 eff.) Spellpower +18 (+3 eff.) Mindpower +18 (+5 eff.) Damage +6% fire When Hit 6 fire On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +14 Fatigue +4% Mind save +3 (+1 eff.) other ------- Mana/turn +0.57 Max mana +31.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +4 Dex +9 Mag +1 Con offense ------ Spellpower +9 (+2 eff.) Ignore resists +19% darkness +18% temporal defense ------ Armor +5 Defense +10 (+2 eff.) Resistance +27% darkness +27% temporal Physical save +6 (+2 eff.) Life Regen +4.61 Healmod +10% Out-of-Phase Defense +19 Out-of-Phase Resistance +15% Out-of-Phase Resilience +30% other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Con offense ------ Ignore resists +5% lightning defense ------ Armor +6 Resistance +2% physical +6% nature +9% temporal Unlife -80.00 life other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +5 Mag +5 Wil +7 Lck offense ------ Critical power +15.00% Damage +9% physical When Hit 4 physical defense ------ Armor +1 Defense +20 (+4 eff.) Stealth +7 Unlife -80.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +3 Cun +9 Con offense ------ Mindpower +8 (+2 eff.) Ignore resists +8% physical defense ------ Armor +5 Resistance +14% lightning +15% temporal +6% mind +15% blight Physical save +23 (+8 eff.) Mind save +25 (+7 eff.) Silence Resist +10% Blindside: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower/crit +4 Damage +18% nature +6% blight Ignore resists +20% blight +16% temporal +14% darkness defense ------ Armor +4 Fatigue +3% Resistance +38% darkness +22% temporal Out-of-Phase Defense +17 Out-of-Phase Resistance +15% Out-of-Phase Resilience +21% other ------- Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+4 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 16 out of 45/45. 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 35.50 mind and 38.25 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 27% 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 27. Terrified: Deals 8.52 mind and 9.18 darkness damage per turn and increases cooldowns by 42%. Haunted: Causes the target to suffer 13.70 mind and 14.76 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +9% temporal +6% light Ignore resists +25% lightning +10% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +9% lightning +7% fire +7% cold A pointy cloth hat, very wizardly... |
![]() 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. |
![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 93.5 - 130.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +35 Critical Rate +37.0% Capacity 21 Auto Reload 6 Projectile Speed +200% On-ranged-hit +4 temporal +12 nature +41 mind On-Hit, radius 1 +16 nature On-crit, radius 2 +16 nature On Hit: * 10% chance to slow global speed by 65% * 45% chance to reduce all saves and defense by 37 On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning 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 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% lightning +15% acid +9% blight Physical save +6 (+2 eff.) Unlife -60.00 life Healmod +12% Disarm Resist +20% Knockbk Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +2 Str +9 Wil offense ------ Physical Crit +4.0% Spell Crit +2% Critical power +12.00% Physical Power +7 (+2 eff.) Spellpower +5 (+1 eff.) Damage +8% mind defense ------ Life +55.00 other ------- Light +6 See Invisibility +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +2 Cun +3 Con offense ------ Damage +12% arcane defense ------ Resistance +9% cold +6% arcane +9% temporal Physical save +14 (+5 eff.) Healmod +24% Blind Resist +50% Confus Resist +30% Out-of-Phase Defense +16 Out-of-Phase Resistance +19% Out-of-Phase Resilience +30% other ------- Light +13 See Stealth +18 See Invisibility +21 Track: Puts all charms on 34 turn cooldown Effective talent level: 6.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 111.66 cold damage and 97.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats +10 Con offense ------ Damage +9% acid Ignore resists +5% acid defense ------ Resistance +25% blight +5% arcane +18% acid Life Regen +22.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +25 (+7 eff.) defense ------ Life +55.00 other ------- Psi when Hit +0.24 Max hate +8.00 Max psi +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 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. |
![]() 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 Activate a portal. Uses 9 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 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 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% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire 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% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire 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. |
![]() 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 221% of the healing done. This effect scales with your Magic stat.. Uses 64 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 172 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 1334.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T4 torque charm [Rare] Psionic While equipped: offense ------ Critical power +15.00% Damage +15% physical Ignore resists +20% acid Accuracy +25 (+6 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 56% defense ------ Armor +8 Physical save +15 (+5 eff.) Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +24% lightning +12% fire +6% acid Ignore resists +20% acid defense ------ Resistance +12% lightning Sting an enemy dealing 329 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to heal for 45. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +7 Str +2 Cun +2 Con Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Ignore resists +25% mind Accuracy +20 (+5 eff.) defense ------ Defense +10 (+2 eff.) Physical save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 turn cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Damage +9% temporal Ignore resists +30% temporal When Hit 8 temporal defense ------ Armor +18 Resistance +18% mind +12% cold Healmod +25% Disease Resist +26% Silence Resist +26% Knockbk Resist +26% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Sting an enemy dealing 846 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Critical power +10.00% defense ------ Defense +5 (+1 eff.) Resistance +9% lightning Physical save +12 (+4 eff.) Silence Resist +20% other ------- Max psi +40.00 Create a shield absorbing up to 522 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 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 [Rare] Arcane While equipped: Stats +5 Mag +6 Cun +3 Con offense ------ Damage +27% blight +18% darkness Ignore resists +10% temporal On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% darkness +9% temporal Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 310 lightning damage and will be dazed for 1 turn (1552 total damage) Puts all charms on 13 turn cooldown 100% to reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Critical power +20.00% Accuracy +5 (+1 eff.) defense ------ Resistance +3% nature +1% physical Reveal the area around you, dispelling darkness (radius 9, power 106 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 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 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 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% 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. |
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 Sacimi the Shalore Arcane Blade level 41
5th Haze 123rd year of Ascendancy at 13:26 see stats
By Sacimi the Shalore Arcane Blade level 50
73rd Pyre 124th year of Ascendancy at 01:59 see stats
By Sacimi the Shalore Arcane Blade level 39
32nd Dusk 123rd year of Ascendancy at 11:45 see stats
By Sacimi the Shalore Arcane Blade level 35
75th Pyre 123rd year of Ascendancy at 18:54 see stats
By Sacimi the Shalore Arcane Blade level 45
1st Allure 124th year of Ascendancy at 11:32 see stats
By Sacimi the Shalore Arcane Blade level 50
34th Regrowth 125th year of Ascendancy at 08:14 see stats
By Sacimi the Shalore Arcane Blade level 50
23rd Pyre 124th year of Ascendancy at 02:46 see stats
By Sacimi the Shalore Arcane Blade level 50
42nd Regrowth 125th year of Ascendancy at 04:47 see stats
By Sacimi the Shalore Arcane Blade level 44
6th Decay 123rd year of Ascendancy at 05:53 see stats
By Sacimi the Shalore Arcane Blade level 50
69th Haze 124th year of Ascendancy at 21:20 see stats
By Sacimi the Shalore Arcane Blade level 41
62nd Dusk 123rd year of Ascendancy at 22:06 see stats
By Sacimi the Shalore Arcane Blade level 50
78th Dusk 124th year of Ascendancy at 10:11 see stats
By Sacimi the Shalore Arcane Blade level 15
24th Haze 122nd year of Ascendancy at 23:04 see stats
By Sacimi the Shalore Arcane Blade level 50
73rd Dusk 124th year of Ascendancy at 18:35 see stats
By Sacimi the Shalore Arcane Blade level 43
72nd Haze 123rd year of Ascendancy at 00:47 see stats
By Sacimi the Shalore Arcane Blade level 34
52nd Pyre 123rd year of Ascendancy at 21:59 see stats
By Sacimi the Shalore Arcane Blade level 50
42nd Regrowth 125th year of Ascendancy at 18:25 see stats
By Sacimi the Shalore Arcane Blade level 50
79th Haze 124th year of Ascendancy at 11:52 see stats
By Sacimi the Shalore Arcane Blade level 24
7th Decay 122nd year of Ascendancy at 22:08 see stats
By Sacimi the Shalore Arcane Blade level 30
79th Regrowth 123rd year of Ascendancy at 20:40 see stats
By Sacimi the Shalore Arcane Blade level 33
36th Pyre 123rd year of Ascendancy at 04:23 see stats
By Sacimi the Shalore Arcane Blade level 50
12nd Haze 124th year of Ascendancy at 21:16 see stats
By Sacimi the Shalore Arcane Blade level 50
73rd Dusk 124th year of Ascendancy at 20:22 see stats
By Sacimi the Shalore Arcane Blade level 36
8th Flare 123rd year of Ascendancy at 04:41 see stats
By Sacimi the Shalore Arcane Blade level 41
79th Dusk 123rd year of Ascendancy at 06:49 see stats
By Sacimi the Shalore Arcane Blade level 46
1st Allure 124th year of Ascendancy at 16:23 see stats
By Sacimi the Shalore Arcane Blade level 10
62nd Dusk 122nd year of Ascendancy at 18:11 see stats
By Sacimi the Shalore Arcane Blade level 20
53rd Haze 122nd year of Ascendancy at 08:48 see stats
By Sacimi the Shalore Arcane Blade level 30
77th Regrowth 123rd year of Ascendancy at 12:16 see stats
By Sacimi the Shalore Arcane Blade level 40
32nd Dusk 123rd year of Ascendancy at 11:45 see stats
By Sacimi the Shalore Arcane Blade level 50
7th Pyre 124th year of Ascendancy at 02:37 see stats
By Sacimi the Shalore Arcane Blade level 50
11st Haze 124th year of Ascendancy at 19:31 see stats
By Sacimi the Shalore Arcane Blade level 50
78th Haze 124th year of Ascendancy at 15:11 see stats
By Sacimi the Shalore Arcane Blade level 29
33rd Regrowth 123rd year of Ascendancy at 09:48 see stats
By Sacimi the Shalore Arcane Blade level 50
4th Mirth 124th year of Ascendancy at 19:09 see stats
By Sacimi the Shalore Arcane Blade level 25
9th Decay 122nd year of Ascendancy at 05:46 see stats
By Sacimi the Shalore Arcane Blade level 21
64th Haze 122nd year of Ascendancy at 19:05 see stats
By Sacimi the Shalore Arcane Blade level 43
72nd Haze 123rd year of Ascendancy at 01:59 see stats
By Sacimi the Shalore Arcane Blade level 50
79th Haze 124th year of Ascendancy at 11:51 see stats
By Sacimi the Shalore Arcane Blade level 42
56th Haze 123rd year of Ascendancy at 15:36 see stats
By Sacimi the Shalore Arcane Blade level 7
31st Dusk 122nd year of Ascendancy at 02:37 see stats
By Sacimi the Shalore Arcane Blade level 50
11st Haze 124th year of Ascendancy at 22:59 see stats
By Sacimi the Shalore Arcane Blade level 29
10th Allure 123rd year of Ascendancy at 11:45 see stats
By Sacimi the Shalore Arcane Blade level 29
39th Regrowth 123rd year of Ascendancy at 12:31 see stats
By Sacimi the Shalore Arcane Blade level 50
79th Haze 124th year of Ascendancy at 11:52 see stats
By Sacimi the Shalore Arcane Blade level 39
31st Dusk 123rd year of Ascendancy at 20:54 see stats
By Sacimi the Shalore Arcane Blade level 18
47th Haze 122nd year of Ascendancy at 15:53 see stats
By Sacimi the Shalore Arcane Blade level 47
19th Regrowth 124th year of Ascendancy at 04:07 see stats
By Sacimi the Shalore Arcane Blade level 21
65th Haze 122nd year of Ascendancy at 16:02 see stats
By Sacimi the Shalore Arcane Blade level 16
31st Haze 122nd year of Ascendancy at 03:47 see stats
By Sacimi the Shalore Arcane Blade level 39
31st Dusk 123rd year of Ascendancy at 17:34 see stats
By Sacimi the Shalore Arcane Blade level 50
40th Regrowth 125th year of Ascendancy at 19:59 see stats
Log
Thunderstorm hits Training Dummy for 539 lightning damage.
Training Dummy slows down.
Sacimi casts Lightning.
Sacimi's spell attains critical power!
Sacimi hits Training Dummy for 207 physical, 155 lightning, 149 fire, 8550 lightning (9061 total damage).
Sacimi's spell attains critical power!
Thunderstorm hits Training Dummy for 464 lightning damage.
Sacimi casts Lightning.
Sacimi's spell attains critical power!
Sacimi hits Training Dummy for 221 physical, 155 lightning, 149 fire, 9374 lightning (9899 total damage).
Sacimi's spell attains critical power!
Thunderstorm hits Training Dummy for 370 lightning damage.
Sacimi's spell attains critical power!
Thunderstorm hits Training Dummy for 776 lightning damage.
Training Dummy regains their energy.
Training Dummy speeds up.
Sacimi's spell attains critical power!
Thunderstorm hits Training Dummy for 369 lightning damage.
Sacimi deactivates Defensive Posture.
Sacimi wears: Tempestreek the dragonbone magestaff (30-36 power, 6 apr, lightning element).
Sacimi wears: Mandible of Ungolmor (40-52 power, 12 apr).
The furious lightning storm around Sacimi calms down and disappears.