














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 363% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 32 on the 71st Pyre 123rd year of Ascendancy at 00:08 6 / 4Killed by Dagot at level 42 on the 56th Haze 123rd year of Ascendancy at 11:19 Killed by Adatta the orc cryomancer at level 49 on the 38th Pyre 124th year of Ascendancy at 10:55 Killed by skeleton master archer at level 50 on the 32nd Dusk 124th year of Ascendancy at 02:34 |
Primary Stats
Strength | 23 (base 11) |
Dexterity | 26 (base 15) |
Constitution | 79 (base 65) |
Magic | 153 (base 61) |
Willpower | 71 (base 38) |
Cunning | 81 (base 59) |
Resources
Life | -1071/875 |
Mana | 602/798 |
Positive | 177/197 |
Soul | 9/18 |
Healing Factor | 1.6168020097747 |
Regeneration | 0.40420050244367 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 7 |
See Stealth | 58.554857846888 |
See Invisible | 64.554857846888 |
Offense: Mainhand
Damage | 64 |
Accuracy | 27 |
Crit Chance | 25% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 111 |
Crit Chance | 79% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +16% |
Darkness | +35% |
Blight | +37% |
Arcane | +11% |
Cold | +33% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Light | +5% |
Nature | +10% |
Blight | +15% |
Arcane | +15% |
Cold | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 6 (48.304188961773%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 77 |
Mental Save | 54 |
Defense: Resistances
Acid | + 55%( 70%) |
Light | + 48%( 70%) |
Darkness | + 51%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 26% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Silence Resistance | 87% |
Bleed Resistance | 100% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 641 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 261 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 5 turns. Its effects scale with your Cunning 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1775. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed faerlhing fang. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed xorn fragment. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Lck +5 Dex dps ---------- Dmg.mod +15% acid Res.pen +20% cold ----- def ----- Armour +3 Fatigue -7% Resists +5% arcane +9% acid Phys.save +9 (+3 eff.) Stealth +10 Silence- +32% Confus- +26% Stun/Frz- +30% ---------- misc Max.enc +32 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | ![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 655 cold damage (based on your Magic). Uses 15 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Spell.pwr +19 (+3 eff.) Dmg.mod +6% blight Res.pen +10% nature +20% acid Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +18% acid ---------- misc Mana/turn +0.27 Max.vim +30.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +4 Con ----- def ----- Defense +25 (+8 eff.) Heal.mod +20% Poison- +20% Silence- +20% ---------- misc Light +2 See.Invis +6 Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +14 Mag dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 29 light Ranged+ 33 light Dmg.mod +16% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+2 eff.) Res.pen +5% light Acc +12 (+6 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Resists +15% light +9% cold Silence- +35% ---------- misc Mana/turn +0.24 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% Spell.pwr +30 (+5 eff.) Dmg.mod +9% blight Res.pen +15% blight +15% arcane ----- def ----- Resists +5% arcane A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +52 (+9 eff.) Dmg.mod +35% darkness ----- def ----- Spell.save +25 (+6 eff.) Mind.save +10 (+4 eff.) ---------- misc Mana/turn +0.50 Max.mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +5 Dex +6 Mag +5 Cun +5 Con dps ---------- Mind.pwr +10 (+4 eff.) Melee+ 23 mind 36 darkness Dmg.mod +11% arcane +6% cold On Hit (Melee): * 22% chance to reduce all saves and defense by 31 ----- def ----- Armour +3 Crit.chn- 10.00% Phys.save +44 (+12 eff.) Spell.save +31 (+7 eff.) Mind.save +5 (+2 eff.) Cut- +24% Disarm- +50% Knockbk- +24% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 11 out of 20/20. Range 9 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. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +8 Mag +10 Wil +5 Con dps ---------- Spell.crit +10% Melee Ret 4 temporal ----- def ----- Defense +3 (+1 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Max.HP +81.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +1.00 Max.vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc 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. |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 434.00 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 225 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 246 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 293 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 10 times. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +26 Wil dps ---------- Mind.pwr +15 (+5 eff.) Acc +4 (+2 eff.) ----- def ----- Armour +4 Resists +9% cold Phys.save +24 (+7 eff.) Spell.save +19 (+5 eff.) Mind.save +35 (+10 eff.) Confus- +23% ---------- misc Max.stam +15.00 See.Invis +9 Telepathy Humanoid/Orc Amulets can have magical properties. This item has been sent to the Item's Vault. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Mag +13 Con dps ---------- S.pwr/crit +6 Dmg.mod +12% blight +9% physical Acc +15 (+7 eff.) ----- def ----- Defense +15 (+5 eff.) Blind- +78% ---------- misc Mana/turn +0.72 Max.mana +54.00 Infravis +19 Sight +4 See.Invis +29 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +3 Con dps ---------- Melee+ 6 light 6 darkness Dmg.mod +3% acid +6% light +9% darkness Res.pen +10% darkness On Melee Ret: * 6% chance to reduce damage dealt by 25% * 6% chance to blind ----- def ----- Resists +3% acid Crit.chn- 5.00% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +16 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +20% light ----- def ----- Resists +9% acid +5% arcane +12% darkness Mind.save +15 (+5 eff.) Die.at -60.00 life Blind- +40% Poison- +20% Confus- +25% ---------- misc Infravis +10 Sight +2 See.Invis +11 Masteries +0.38 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +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 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +4 Wil +8 Con dps ---------- Res.pen +25% cold ----- def ----- Resists +22% darkness +5% arcane +21% light Blind- +38% ---------- misc Light +3 See.Invis +18 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +10 Con dps ---------- Spell.crit +3% Crit.mult +15.00% S.pwr/crit +4 Acc +20 (+8 eff.) ----- def ----- Defense +15 (+5 eff.) Fatigue -9% Resists +30% light +25% darkness Phys.save +45 (+12 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+8 eff.) Max.HP +58.00 HP.reg +16.00 Blind- +50% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +6% Crit.mult +17.00% Phys.pwr +10 (+5 eff.) Spell.pwr +21 (+4 eff.) Mind.pwr +12 (+4 eff.) Phys.spd +10% Dmg.mod +7% acid +10% physical +9% darkness +15% blight +23% fire +8% lightning +8% cold Res.pen +5% darkness +5% fire Melee Ret 4 darkness On Hit (Melee): * 24% chance to reduce all saves and defense by 31 ----- def ----- Resists +9% mind +6% fire Mind.save +15 (+5 eff.) Confus- +24% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +6% acid +5% fire +5% cold +5% lightning ---------- misc Mana/turn +0.18 Max.mana +38.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +12% physical +17% cold Apr +2 ----- def ----- Armour +2 Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -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 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Max.HP +57.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Acc +13 (+6 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +13% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Con dps ---------- Dmg.mod +3% blight +9% cold +3% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 * 10% chance to reduce armor by 53% * 23% chance to reduce damage dealt by 25% ----- def ----- Armour +20 Resists +15% darkness Spell.save +17 (+4 eff.) Max.HP +100.00 HP.reg +20.00 Heal.mod +17% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Confus- +30% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Power 53.0 - 68.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 161 damage Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +40 acid +42 nature While equipped: dps ---------- Res.pen +10% acid +14% nature Apr +15 Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Master Power 88.5 - 132.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% physical Acc +23 (+9 eff.) Apr +16 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 64.5 - 103.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 269 damage over 5 turns and reducing armor and accuracy by 34 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +69 fire While equipped: dps ---------- All.spd +11% Res.pen +21% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Rare] Nature Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature On Hit: * 20% chance to reduce damage dealt by 25% While equipped: dps ---------- Dmg.mod +27% light +35% darkness On Hit (Melee): * 23% chance to reduce damage dealt by 25% ----- def ----- Defense +30 (+10 eff.) Spell.save +9 (+3 eff.) HP.reg +4.65 Heal.mod +20% Disease- +23% Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Arcane/Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: Stats +5 Con dps ---------- Phys.pwr +11 (+5 eff.) Res.pen +7% physical ----- def ----- Disarm- +27% Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +23 physical On Hit: * 23% chance to reduce damage dealt by 25% While equipped: Stats +12 Str +7 Mag dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Defense +25 (+8 eff.) Max.HP +37.00 HP.reg +1.70 ---------- misc Stam/turn +3.49 Max.stam +34.86 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Dmg.mod +20% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Dex +5 Mag +5 Wil +7 Cun dps ---------- Spell.crit +4% Spell.pwr +22 (+4 eff.) Dmg.mod +15% blight +25% physical Res.pen +20% mind Acc +35 (+13 eff.) ----- def ----- Resists +12% nature +12% mind Mind.save +21 (+7 eff.) Teleport- +23% ---------- misc Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun +13 Dex dps ---------- Spell.crit +20% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +9% fire +17% mind Res.pen +15% fire ----- def ----- Resists +9% fire ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +20% Crit.mult +16.00% Spell.pwr +25 (+4 eff.) S.pwr/crit +12 Melee+ 45 arcane Dmg.mod +30% darkness Res.pen +5% lightning Melee Ret 4 darkness ----- def ----- Resists +12% cold +12% fire +5% arcane +1% physical Phys.save +12 (+4 eff.) Disarm- +10% ---------- misc Max.mana +120.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +4 Mag +1 Wil +10 Con dps ---------- Spell.crit +18% Crit.mult +14.00% Spell.pwr +32 (+6 eff.) Dmg.mod +30% arcane ----- def ----- HP.reg +3.40 Heal.mod +59% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+15 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +8 Dex +7 Mag +7 Wil +11 Cun +10 Con One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +26 blight On Hit: 20% Epidemic 4 On Hit: * 29% chance to reduce strength, dexterity, and constitution by 42 While equipped: ----- def ----- Disease- +29% One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 18 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +20% blight ----- def ----- Phys.save +13 (+4 eff.) Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.59 Max.mana +52.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +3 Dex +3 Wil +1 Cun dps ---------- Res.pen +15% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +6% Dmg.mod +15% lightning Apr +6 ----- def ----- Armour +6 Defense +32 (+11 eff.) Resists +6% lightning +4% physical ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +3% darkness +3% light ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Mag +3 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +11% cold Phys.save +8 (+2 eff.) Spell.save +12 (+3 eff.) Max.HP +95.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +25% light ----- def ----- Resists +12% lightning +12% physical +3% darkness +3% cold +7% all Max.HP +40.00 Cut- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +14 (+3 eff.) Dmg.mod +5% temporal +12% arcane +9% all ----- def ----- Resists +10% blight +11% all ---------- misc Max.mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. It was hardened by the digestive sack. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +6% mind +15% cold Res.pen +30% cold ----- def ----- Armour +12 Resists +6% mind ---------- misc Light +2 Infravis +3 Blink to a nearby random location (rad 15) Puts all charms on 19 cooldown A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +9% acid +9% blight Res.pen +5% blight ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +3% lightning +6% fire Mind.save +3 (+1 eff.) Silence- +20% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Dex +3 Wil +7 Cun +4 Con +10 Lck ----- def ----- Armour +3 Phys.save +16 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +19 (+6 eff.) Stealth +8 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +8 Mag +4 Con dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% blight ----- def ----- Armour +5 Disease- +44% Rush: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +9 Mag +2 Wil dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +7% acid +6% blight ----- def ----- Armour +7 Fatigue +3% Spell.save +9 (+3 eff.) Disease- +27% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Spell.cld 10% Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% fire +9% physical Melee Ret 2 fire ----- def ----- Armour +1 Resists +6% lightning +6% temporal Die.at -40.00 life ---------- misc Max.stam +10.00 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 15 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.50 mind and 30.38 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 25% 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 24. Terrified: Deals 5.00 mind and 6.75 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 8.71 mind and 11.76 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +9 Dex +5 Wil +7 Cun +5 Con dps ---------- Crit.mult +15.00% Melee+ 20 temporal Ranged+ 20 temporal Dmg.mod +3% nature +9% temporal Res.pen +5% mind Acc +24 (+10 eff.) Melee Ret 6 darkness ----- def ----- Armour +3 Resists +15% temporal Phys.save +15 (+5 eff.) Mind.save +9 (+3 eff.) Disarm- +50% ---------- misc Psi/ret +0.12 Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 19 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +2 Con dps ---------- Spell.crit +9% Spell.pwr +6 (+1 eff.) ----- def ----- Armour +3 Disarm- +34% ---------- misc Mana/turn +0.28 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% cold +15% darkness +5% fire ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +6 Wil +4 Cun dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +12% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 73 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +1 Wil +3 Cun +1 Con dps ---------- Mind.crit +1% Crit.mult +15.00% ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Str +5 Dex +8 Con ----- def ----- Armour +5 Defense +25 (+8 eff.) Fatigue +5% Resists +6% arcane +12% light Phys.save +12 (+4 eff.) Knockbk- +23% ---------- misc Infravis +3 See.Invis +28 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Battle Cry: Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +15 (+5 eff.) A cap made of leather. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Cun +10 Dex ----- def ----- Armour +16 Defense +30 (+10 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +8 Str ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +17% darkness +12% physical Max.HP +57.00 HP.reg +11.30 Heal.mod +17% ---------- misc Light +2 Track: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Rare] Arcane While equipped: dps ---------- Res.pen +25% blight +15% light ----- def ----- Armour +13 Fatigue +22% Resists +23% blight +12% cold +9% arcane +9% light Spell.save +22 (+5 eff.) ---------- misc Equi/ret +0.36 Psi/ret +0.32 Light +3 A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +8 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +9 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +8 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +22% lightning +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +33% lightning -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Psionic While equipped: Stats +7 Mag dps ---------- Mind.crit +5% Spell.pwr +9 (+2 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +17% mind Res.pen +17% mind ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire ---------- misc Psi/turn +0.77 Max.psi +34.00 Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego+] Nature While equipped: Stats +6 Con +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +15% arcane +15% cold +15% darkness +22% nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Poison- +27% Disease- +32% Decaying mummy wrappings. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +22.5% Capacity 25 On Hit.r1 +26 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 55 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +1 Con dps ---------- Res.pen +20% lightning ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 Infravis +2 See.Stealth +8 See.Invis +5 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% darkness Mind.save +6 (+2 eff.) Max.HP +60.00 Heal.mod +10% Silence- +10% ---------- misc Light +4 See.Stealth +6 See.Invis +6 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. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 58 out of 150/150. Range melee/personal 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 83.11 cold damage and 62.49 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Mind.crit +3% S.pwr/crit +6 Res.pen +7% all Apr +6 ----- def ----- Resists +9% blight Mind.save +8 (+3 eff.) HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +2.00 Light +5 See.Stealth +8 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 203% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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 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. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Rare] Master Power 75.0 - 90.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 53 Proj.spd +232% Ranged+ +23 fire On Hit.r1 +23 fire On Crit.r2 +23 mind While equipped: ---------- misc Reload +10 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Res.pen +15% cold Melee Ret 10 cold 6 fire ----- def ----- Resists +6% cold Mind.save +6 (+2 eff.) ---------- misc Max.psi +40.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 266 Base Damage: 115 Armor: 8 All Resist: 3 Puts all charms on 19 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Mag dps ---------- Res.pen +10% blight +10% mind ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.28 Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Dex +5 Con ----- def ----- Resists +9% darkness Max.HP +40.00 Cut- +20% Confus- +20% Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dagot the Higher Necromancer level 37
10th Dusk 123rd year of Ascendancy at 07:48 see stats
By Dagot the Higher Necromancer level 37
4th Dusk 123rd year of Ascendancy at 17:54 see stats
By Dagot the Lich Necromancer level 46
80th Haze 123rd year of Ascendancy at 22:13 see stats
By Dagot the Lich Necromancer level 44
74th Haze 123rd year of Ascendancy at 16:24 see stats
By Dagot the Higher Necromancer level 13
33rd Dusk 122nd year of Ascendancy at 06:04 see stats
By Dagot the Lich Necromancer level 47
55th Regrowth 124th year of Ascendancy at 11:26 see stats
By Dagot the Lich Necromancer level 43
68th Haze 123rd year of Ascendancy at 12:50 see stats
By Dagot the Higher Necromancer level 33
3rd Flare 123rd year of Ascendancy at 22:02 see stats
By Dagot the Higher Necromancer level 25
2nd Pyre 123rd year of Ascendancy at 19:30 see stats
By Dagot the Higher Necromancer level 32
3rd Mirth 123rd year of Ascendancy at 03:22 see stats
By Dagot the Higher Necromancer level 32
70th Pyre 123rd year of Ascendancy at 07:49 see stats
By Dagot the Lich Necromancer level 46
51st Regrowth 124th year of Ascendancy at 21:49 see stats
By Dagot the Higher Necromancer level 30
38th Pyre 123rd year of Ascendancy at 18:37 see stats
By Dagot the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 00:39 see stats
By Dagot the Higher Necromancer level 20
76th Haze 122nd year of Ascendancy at 19:49 see stats
By Dagot the Higher Necromancer level 30
35th Pyre 123rd year of Ascendancy at 12:53 see stats
By Dagot the Higher Necromancer level 40
39th Haze 123rd year of Ascendancy at 06:43 see stats
By Dagot the Lich Necromancer level 50
39th Pyre 124th year of Ascendancy at 17:54 see stats
By Dagot the Lich Necromancer level 42
56th Haze 123rd year of Ascendancy at 11:19 see stats
By Dagot the Higher Necromancer level 21
28th Regrowth 123rd year of Ascendancy at 04:06 see stats
By Dagot the Higher Necromancer level 30
36th Pyre 123rd year of Ascendancy at 05:26 see stats
By Dagot the Higher Necromancer level 19
76th Haze 122nd year of Ascendancy at 00:06 see stats
By Dagot the Lich Necromancer level 43
68th Haze 123rd year of Ascendancy at 14:17 see stats
By Dagot the Higher Necromancer level 25
2nd Pyre 123rd year of Ascendancy at 04:13 see stats
By Dagot the Higher Necromancer level 10
10th Mirth 122nd year of Ascendancy at 04:55 see stats
By Dagot the Higher Necromancer level 39
2nd Haze 123rd year of Ascendancy at 14:11 see stats
By Dagot the Higher Necromancer level 10
8th Mirth 122nd year of Ascendancy at 14:10 see stats
By Dagot the Lich Necromancer level 50
49th Pyre 124th year of Ascendancy at 06:00 see stats
By Dagot the Higher Necromancer level 23
80th Regrowth 123rd year of Ascendancy at 09:15 see stats
By Dagot the Higher Necromancer level 16
63rd Haze 122nd year of Ascendancy at 05:36 see stats
By Dagot the Higher Necromancer level 36
4th Dusk 123rd year of Ascendancy at 04:24 see stats
Log
Greater Mummy Lord is free from the ice.
Ghoul performs a melee critical strike against Ghoul!
Ghoul forces the iceblock to shatter.
Ghoul is free from the ice.
Ghoul performs a diseased attack against Greater Mummy Lord.
Greater Mummy Lord is afflicted by a rotting disease!
Ghoul hits Greater Mummy Lord for 5 physical damage.
Melee retaliation hits Ghoul for 16 cold, 5 blight, 4 lightning (25 total damage).
The protective shield of Greater Mummy Lord disappears.
Skeleton master archer shoots!
Greater Mummy Lord HEALS from cold damage!
Rotting Disease from Ghoul hits Greater Mummy Lord for 50 blight damage.
Aether Breach from Greater Mummy Lord hits Dagot for (22 flat reduction), 210 arcane (210 total damage).
Aether Breach from Greater Mummy Lord hits Armoured skeleton warrior for 256 arcane damage.
Impending Doom from Dagot hits Greater Mummy Lord for (65 ignored), 0 cold, 49 healing, 63 darkness (63 total damage) [49 healing].
Bleeding from Dagot hits Greater Mummy Lord for (65 ignored), 0 physical (0 total damage).
Greater Mummy Lord casts Displacement Shield.
The very fabric of space alters around Greater Mummy Lord.
Greater Mummy Lord loses 50 mana from using a non-Arcane talent!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Greater Mummy Lord!
Greater Mummy Lord shrugs off the effect 'Stunned'!
Greater Mummy Lord casts a protective shield just in time!
Greater Mummy Lord teleports some damage to Skeleton master archer!
Melee retaliation hits Armoured skeleton warrior for 21 cold, 4 blight, 7 lightning, 21 cold, 4 blight, 7 lightning (64 total damage).
Armoured skeleton warrior hits Dagot for 69 teleported damage.
Armoured skeleton warrior hits Greater Mummy Lord for 85 physical, (69 teleported), 0 physical (85 total damage).
Skeleton master archer's Shoot hits Dagot for 146 teleported, 14 teleported (160 total damage).
Skeleton master archer's Shoot hits Greater Mummy Lord for (146 teleported), 0 physical, (14 teleported), 0 temporal (0 total damage).
Dagot the level 50 lich necromancer was battered to death by a skeleton master archer on level 3 of Elven Ruins.