












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 22 / 25% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 10 on the 5th Mirth 122nd year of Ascendancy at 22:28 0 / 6Killed by Bethayatta the white wolf at level 22 on the 47th Haze 122nd year of Ascendancy at 02:37 Killed by Eloth the cutpurse at level 22 on the 47th Haze 122nd year of Ascendancy at 05:11 Killed by Eloth the cutpurse at level 22 on the 47th Haze 122nd year of Ascendancy at 06:41 Killed by Eloth the cutpurse at level 22 on the 47th Haze 122nd year of Ascendancy at 07:50 Killed by Eloth the cutpurse at level 22 on the 47th Haze 122nd year of Ascendancy at 08:00 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 33 (base 10) |
Magic | 57 (base 47) |
Willpower | 49 (base 31) |
Cunning | 41 (base 27) |
Resources
Life | -57/381 |
Mana | 632/652 |
Steam | 100/100 |
Healing Factor | 1.1789294477289 |
Regeneration | 2.65259125739 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 26 |
Accuracy | 7 |
Crit Chance | 15% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Lightning | +20% |
Darkness | +10% |
Cold | +15% |
Blight | +3% |
Arcane | +5% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 6 |
Physical Save | 23 |
Spell Save | 37 |
Mental Save | 42 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 52%( 70%) |
All | + 12%( 70%) |
Lightning | + 17%( 70%) |
Temporal | + 31%( 70%) |
Darkness | + 31%( 70%) |
Fire | + 25%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 30% |
Poison Resistance | 30% |
Confusion Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 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 328 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 70 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous 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 1125% for 10 turns (104 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Cun +4 Con offense ------ Physical Crit +1.0% Damage +6% mind Ignore resists +20% physical defense ------ Armor +5 Fatigue +2% Physical save +11 (+5 eff.) Mind save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Damage +6% mind +10% darkness defense ------ Resistance +5% arcane Mind save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max psi +30.00 Light +1 Infravision +4 See Stealth +6 See Invis +9 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +3% blight Ignore resists +10% arcane defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Mind save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Max mana +60.00 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ When Hit 2 mind On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 25 defense ------ Resistance +6% blight +6% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (146 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 24% 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 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 16.69 cold and 14.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 54/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Con offense ------ Physical Power +8 (+5 eff.) Spellpower +8 (+2 eff.) Mindpower +7 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +6% nature +3% acid Spell save +12 (+5 eff.) Mind save +7 (+2 eff.) Confus Resist +23% other ------- Max stamina +15.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Defense +8 (+8 eff.) Resistance +6% blight Resist Against +17% Summoned Slow Projectiles +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Crit: * project a beam of lightning While equipped: offense ------ Spell Crit +11% Spellpower +9 (+3 eff.) Damage +20% lightning other ------- Mana/turn +0.16 Max mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +8 (+2 eff.) On-Hit 6 arcane Damage +5% arcane defense ------ Armor +7 Fatigue +3% Resistance +3% arcane Mind save +6 (+2 eff.) Life +52.00 other ------- Talents +2 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) defense ------ Resistance +9% all Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% other ------- Mana/turn +0.14 Max mana +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Defense +2 (+2 eff.) Resistance +10% cold +16% temporal +10% nature +16% darkness Spell save +6 (+3 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +49.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +3% fire On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +15% fire +10% cold Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 82%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 1017% for 10 turns (94 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +3% acid +28% fire +3% light +3% lightning Spell save +9 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +15% arcane +3% fire Ignore resists +10% fire Accuracy +15 (+11 eff.) defense ------ Defense +8 (+8 eff.) other ------- Mana/turn +0.12 Max mana +39.00 Light +2 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 23.75 to 28.50 arcane damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +27 (+8 eff.) defense ------ Resistance +30% blight +30% arcane Affinity +20% arcane Spell save +15 (+6 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Physical Power +10 (+6 eff.) Spellpower +15 (+5 eff.) Spellpower/crit +5 Damage +18% darkness Accuracy +5 (+5 eff.) defense ------ Armor +2 Hardiness +6% Physical save +3 (+1 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 25.05 to 30.06 darkness damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Nature Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +37 fire While equipped: offense ------ Global Speed +4% Ignore resists +14% fire Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 nature While equipped: offense ------ Accuracy +10 (+9 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On-Hit, radius 1 +6 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Ignore resists +11% physical Accuracy +13 (+10 eff.) Ignore Armor +8 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 29.93 arcane and 31.35 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +20% Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 6% chance to slow global speed by 51% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Disrupt Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On Hit: * 7% chance to slow global speed by 51% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +7% physical Ignore resists +8% physical Accuracy +14 (+11 eff.) Ignore Armor +5 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Power +5 (+3 eff.) Ignore resists +7% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Nature/Disrupt/Master Weapon Damage 18.0 - 23.4 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-crit, radius 2 +13 acid +12 fire +14 nature On Crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+5 eff.) Damage +15% mind Ignore resists +11% acid +11% nature Ignore Armor +7 defense ------ Resistance +7% acid +10% lightning +9% cold +15% fire +5% all Spell save +8 (+4 eff.) 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 Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+11 eff.) Physical save +15 (+7 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 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 89 acid damage (1/turn) While equipped: Stats +3 Str offense ------ Damage +5% acid +7% physical Ignore resists +10% acid Accuracy +10 (+9 eff.) Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature 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: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 mind 6 darkness Damage +2% mind +3% darkness 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 T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +10% mind +5% darkness Ignore resists +7% mind +6% darkness defense ------ Physical save +2 (+1 eff.) Spell save +4 (+2 eff.) Mind save +5 (+2 eff.) other ------- EQ when Hit +0.50 Max hate +2.00 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 T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +6% lightning +6% cold +9% physical defense ------ Defense +11 (+9 eff.) Pinning Resist +18% 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 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Psionic/Steamtech Weapon Damage 15.5 - 23.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +2.0% Attack Speed 100% Block +24 On-hit +10 mind On-crit, radius 2 +16 physical On Hit: * 11% chance to reduce all saves and defense by 25 Uses 1.0 Steam While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +20% fire +15% physical Ignore Armor +2 defense ------ Armor +9 Defense +4 (+4 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 20 [Unique] Arcane/Steamtech Weapon Damage 20.0 - 30.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +40 Damage Conversion 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +8% other ------- Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +2 Mag offense ------ Damage +12% fire +11% light +13% darkness Ignore resists +15% mind +10% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +6 Fatigue +8% Resistance +15% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Resistance +6% blight +7% all Mind save +16 (+5 eff.) Life +49.00 Life Regen +1.50 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +11% light defense ------ Resistance +16% light +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +7% light +5% darkness defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +8% physical +5% fire +10% cold defense ------ Resistance +12% acid +12% physical +12% fire +11% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +10% nature +11% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% Resistance +13% blight +6% physical +11% nature Physical save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% Resistance +19% lightning A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +8% Physical save +7 (+3 eff.) Mind save +12 (+4 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +3% Mindpower +25 (+9 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +12 Fatigue +17% Resistance +9% fire Physical save +6 (+3 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +25% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +3% darkness Life +35.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% lightning +3% arcane When Hit 6 lightning defense ------ Resistance +3% lightning +3% cold +6% light +5% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Con offense ------ Physical Power +6 (+4 eff.) Damage +12% mind Accuracy +15 (+11 eff.) defense ------ Resistance +1% physical Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +3 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) Against +26% Summoned defense ------ Resist Against +20% Summoned Mind save +7 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +9% mind Ignore resists +10% darkness +5% light defense ------ Defense +1 (+1 eff.) Resistance +3% mind Life +30.00 other ------- 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 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +5.00% Spellpower +25 (+8 eff.) Ignore resists +5% blight defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +3% blight +11% cold +0% nature other ------- Mana/turn +0.04 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 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +2 Con defense ------ Defense +1 (+1 eff.) Resistance +3% mind +6% fire Pinning Resist +10% 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 ------ Physical Power +20 (+11 eff.) Damage +15% lightning Ignore resists +15% physical Ignore Armor +4 defense ------ Defense +12 (+10 eff.) Resistance +7% acid +7% fire +7% lightning +7% cold Physical save +6 (+3 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 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Damage +15% temporal +3% arcane +3% mind defense ------ Armor +1 Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +15 (+11 eff.) Fatigue -6% Resistance +6% blight +6% temporal Physical save +27 (+13 eff.) Teleport Resist +20% other ------- Encumbrance +29 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% light +18% blight Ignore resists +10% arcane defense ------ Armor +3 Fatigue -6% Resistance +9% light Physical save +8 (+4 eff.) Spell save +6 (+3 eff.) other ------- Encumbrance +38 Mana-on-crit +2.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Wil +1 Cun +1 Con offense ------ Damage +6% light defense ------ Armor +4 Fatigue +3% Resistance +9% light Silence Resist +29% Confus Resist +28% Stun Resist +38% other ------- Light +3 See Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Physical Power +8 (+5 eff.) defense ------ Armor +1 Resistance +3% lightning other ------- Mana-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ On-Hit 7 nature Damage +5% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +2 Fatigue +3% Resistance +7% nature +12% light Crit Resistance 10.00% other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 nature Damage +4% nature Accuracy +10 (+9 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 physical Damage +4% physical defense ------ Armor +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: defense ------ Armor +6 Defense +4 (+4 eff.) Fatigue +1% Resistance +3% all Physical save +5 (+2 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Defense +1 (+1 eff.) other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Spellpower/crit +4 Damage +26% light Ignore resists +15% arcane defense ------ Defense +2 (+2 eff.) Resistance +38% light +3% cold Spell save +12 (+5 eff.) other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% fire +7% cold A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil offense ------ Damage +12% darkness defense ------ Defense +2 (+2 eff.) Resistance +18% darkness Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% light +9% acid A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +15% lightning +6% fire Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +3% Resistance +9% lightning A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% light defense ------ Armor +5 Fatigue +3% Resistance +14% lightning +8% temporal Physical save +3 (+1 eff.) Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Damage +9% temporal +12% fire When Hit 4 temporal defense ------ Armor +6 Fatigue +3% other ------- Light +3 Infravision +3 See Invis +6 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Damage +6% lightning defense ------ Armor +3 Fatigue +5% Resistance +15% nature Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ When Hit 6 mind defense ------ Resistance +6% mind Crit Resistance 5.00% Life +42.00 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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 T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 37.44 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [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. |
![]() 3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% mind Spell save +12 (+5 eff.) Life Regen +4.00 Disease Resist +10% Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 53. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +7 Dex offense ------ Damage +6% blight Ignore resists +15% blight When Hit 4 lightning defense ------ Resistance +3% blight Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Morana the Shalore Archmage level 11
2nd Dusk 122nd year of Ascendancy at 18:44 see stats
By Morana the Shalore Archmage level 21
46th Haze 122nd year of Ascendancy at 11:27 see stats
By Morana the Shalore Archmage level 10
5th Mirth 122nd year of Ascendancy at 22:00 see stats
By Morana the Shalore Archmage level 20
11st Haze 122nd year of Ascendancy at 11:33 see stats
By Morana the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:31 see stats
By Morana the Shalore Archmage level 8
3rd Mirth 122nd year of Ascendancy at 00:32 see stats
By Morana the Shalore Archmage level 18
73rd Dusk 122nd year of Ascendancy at 18:17 see stats
Log
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Morana misses Eloth the cutpurse.
You carry too much--you are encumbered!
Drop some of your items.
Talent Manathrust is ready to use.
Eloth the cutpurse receives 10 healing from Deadly Poison from Eloth the cutpurse.
Deadly Poison from Eloth the cutpurse hits Morana for 26 nature damage.
Poison from Eloth the cutpurse hits Morana for 46 nature damage.
Eloth the cutpurse gains 0% of a turn from Ancestral Life.
Eloth the cutpurse uses Greater Weapon Focus.
Eloth the cutpurse uses Slime Spit.
Morana's arcane area effect hits Eloth the cutpurse for 36 arcane damage.
Eloth the cutpurse is free from the arcane vortex.
Poison bursts out of Morana's corpse!
Eloth the cutpurse's Slime Spit hits Morana for 75 nature damage.
Morana the level 22 shalore archmage was splurged to death by Eloth the cutpurse on level 1 of The Maze.
Eloth the cutpurse prepares for the next kill!