











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Ogre |
Class | Arcane Blade |
Level / Exp | 43 / 78% |
Size | huge |
Lifes / Deaths | Killed by Bethina the rattlesnake at level 11 on the 19th Dusk 122nd year of Ascendancy at 08:59 0 / 8Killed by Ce'Nynn the rattlesnake at level 12 on the 51st Dusk 122nd year of Ascendancy at 08:18 Killed by Iviyama the sandworm at level 21 on the 5th Regrowth 123rd year of Ascendancy at 00:40 Killed by thought-forged warrior at level 24 on the 48th Pyre 123rd year of Ascendancy at 17:04 Killed by faerlhing at level 33 on the 65th Dusk 123rd year of Ascendancy at 12:43 Killed by Vorimira the orc corruptor at level 39 on the 30th Haze 123rd year of Ascendancy at 08:32 Killed by Grand Corruptor at level 42 on the 33rd Regrowth 124th year of Ascendancy at 02:23 Killed by Aluin the Fallen at level 43 on the 65th Regrowth 124th year of Ascendancy at 20:42 |
Primary Stats
Strength | 65 (base 34) |
Dexterity | 48 (base 24) |
Constitution | 39 (base 11) |
Magic | 91 (base 60) |
Willpower | 25 (base 12) |
Cunning | 110 (base 60) |
Resources
Life | -93/1303 |
Mana | 317/547 |
Stamina | 93/273 |
Healing Factor | 1.406254336803 |
Regeneration | 20.461000600484 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 11 |
See Stealth | 59.586385001155 |
See Invisible | 86.586385001155 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 62 |
Crit Chance | 34% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 62 |
Crit Chance | 37% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +7% |
All | 0% |
Lightning | +62% |
Light | +15% |
Temporal | +9% |
Physical | +10% |
Cold | +6% |
Fire | +9% |
Darkness | +12% |
Offense: Damage Penetration
Lightning | +50% |
Fire | +35% |
Cold | +35% |
Physical | +35% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 87.723073231957 (96.438666929426%) |
Defense | 86 |
Ranged Defense | 86 |
Fatigue | 24 |
Physical Save | 35 |
Spell Save | 50 |
Mental Save | 43 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 59%( 70%) |
All | + 15%( 70%) |
Darkness | + 25%( 70%) |
Light | + 40%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 54%( 70%) |
Fire | + 67%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Disarm Resistance | 52% |
Bleed Resistance | 10% |
Confusion Resistance | 42% |
Knockback Resistance | 35% |
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 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 745 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 165 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: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (9 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 477 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by ghast. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Vorama the forest troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You 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 fire 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 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 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: 1225. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior 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 naga tongue. * You've found the needed faerlhing fang. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 vial of elder vampire blood. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% fire +10% physical On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +20 Defense +30 (+6 eff.) Fatigue +3% Resists +16% fire +8% cold ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +3 Con dps ---------- Dmg.mod +7% mind ----- def ----- Defense +25 (+5 eff.) ---------- misc Max.stam +10.00 Light +4 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +3 Dex +5 Cun +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% temporal Apr +7 ----- def ----- Armour +10 Fatigue +5% Resists +9% blight Max.HP +40.00 Blind- +20% Cut- +10% ---------- misc Infravis +4 A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 13 physical Dmg.mod +10% physical Res.pen +10% mind Acc +30 (+7 eff.) Melee Ret 10 arcane ----- def ----- Armour +13 Fatigue +5% ---------- misc Mana/s.crit +2.00 Hate/m.crit +2.00 Max.mana +60.00 Unarmed combat: Power 133% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +15 physical On Crit.r2 +12 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +6% nature +6% temporal +3% darkness +5% arcane Phys.save +6 (+3 eff.) Blast the opponent's mind dealing 342 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 90. 100% to increase all damage penetration by 16% for 2 turns. 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Defense +25 (+5 eff.) Resists +30% light +3% fire HP.reg +7.00 Blind- +40% Confus- +20% Stun/Frz- +30% ---------- misc Infravis +5 See.Stealth +13 See.Invis +16 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning ----- def ----- Resists +32% lightning +12% cold +5% arcane +24% acid Spell.save +15 (+5 eff.) HP.reg +4.00 Blind- +20% Disarm- +20% Pinning- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +1 Wil +4 Cun +4 Con dps ---------- Mind.pwr +7 (+3 eff.) Mov.spd +10% Dmg.mod +6% arcane Res.pen +10% cold Melee Ret 6 cold ----- def ----- Fatigue -5% Resists +10% fire +19% cold Mind.save +7 (+2 eff.) HP.reg +2.00 Confus- +12% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +12% Crit.mult +15.00% Spell.pwr +22 (+5 eff.) Dmg.mod +46% lightning Res.pen +25% lightning ----- def ----- Resists +3% lightning HP.reg +1.30 Heal.mod +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +10 Cun -10 Dex dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% darkness +6% cold Melee Ret 4 darkness ----- def ----- Armour +11 Fatigue -6% Resists +9% darkness Spell.save +12 (+4 eff.) ---------- misc Max.enc +31 Size +1 Create a temporary shield that absorbs 362 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 114 damage While equipped: Stats +9 Str +7 Dex +11 Mag +7 Wil +3 Cun +7 Con dps ---------- Phasing +30% ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Max.mana +60.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +5 Dex +3 Wil +2 Cun +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% fire ----- def ----- Defense +12 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +5 (+2 eff.) ---------- misc Stam/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +16 Fatigue +22% Resists +38% acid +10% physical +33% fire +12% lightning +13% cold Disarm- +32% Stun/Frz- +31% Knockbk- +35% ---------- misc See.Invis +24 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -819 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1639 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 691 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 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 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 206 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 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 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 151 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 1.0 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 427 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 491 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 607 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% fire Res.pen +20% mind ----- def ----- Phys.save +11 (+5 eff.) Max.HP +30.00 HP.reg +2.00 ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature +12% fire Melee Ret 8 nature 2 fire ----- def ----- Resists +3% nature Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (170). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 22 physical Ranged+ 31 physical Dmg.mod +9% temporal +3% nature +6% cold Res.pen +15% cold On Hit (Melee): * 16% chance to reduce all saves and defense by 27 On Hit (Ranged): * 18% chance to reduce all saves and defense by 27 ----- def ----- Fatigue -8% Max.HP +55.00 HP.reg +15.00 Heal.mod +19% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +37 Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Wil +2 Cun dps ---------- Dmg.mod +12% lightning +6% cold Res.pen +25% cold +20% fire ----- def ----- Resists +24% lightning ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% darkness +12% physical Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +12% physical Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +17 Con dps ---------- Spell.crit +2% Crit.mult +20.00% Phys.pwr +12 (+3 eff.) Spell.pwr +5 (+1 eff.) Res.pen +10% acid Melee Ret 4 blight On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Phys.save +18 (+7 eff.) Mind.save +7 (+2 eff.) Confus- +50% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 96% 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 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Mag +6 Wil +2 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +15% physical Apr +3 ----- def ----- Armour +8 Blind- +24% ---------- misc Infravis +4 See.Stealth +8 See.Invis +11 Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Rare] Nature Power 131% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: Stats +13 Con +13 Wil dps ---------- Dmg.mod +18% mind Res.pen +20% mind ----- def ----- Resists +21% cold Mind.save +18 (+6 eff.) Max.HP +90.00 ---------- misc Max.psi +50.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +20 physical While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% physical Acc +15 (+4 eff.) Apr +2 ---------- misc Max.stam +20.00 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 143% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical 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 Wil 42 [Unique] Psionic Power 147% Range: 1.3x Uses 30% Wil, 40% Dex, 30% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 127% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% blight Res.pen +5% arcane ----- def ----- Armour +4 Phys.save +12 (+5 eff.) Spell.save +6 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 109% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +6.0% Acc +6 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +6% temporal +3% fire Max.HP +15.00 Disarm- +27% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Res.pen +12% all Acc +24 (+6 eff.) Apr +11 Sharp, short and deadly. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+7 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +18.00% Spell.pwr +34 (+8 eff.) Dmg.mod +30% lightning +3% cold Res.pen +5% blight +5% cold Melee Ret 2 blight ----- def ----- Armour +8 Hardiness +8% Resists +15% blight Phys.save +9 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Con dps ---------- Spell.crit +4% Spell.pwr +24 (+6 eff.) Dmg.mod +6% mind +25% fire Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Defense +10 (+2 eff.) Resists +9% cold HP.reg +3.00 Heal.mod +44% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 149.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +12 (+3 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +25% acid +12% lightning ----- def ----- Armour +27 Hardiness +8% Defense +17 (+4 eff.) Phys.save +10 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Wards +3 acid Talents +7 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +11 Con dps ---------- Crit.mult +10.00% Res.pen +25% fire Melee Ret 8 physical ----- def ----- Resists +5% arcane +12% fire Max.HP +54.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +3% light Res.pen +10% arcane ----- def ----- Defense +7 (+2 eff.) Resists +18% temporal +16% darkness +17% fire +5% arcane +12% light Stealth +7 Def/telep +14 Res/telep +11% Dur/telep +14% ---------- misc Light +3 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown 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 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +30 (+6 eff.) Resists +6% lightning +6% temporal +5% arcane +9% cold Max.HP +100.00 Silence- +20% Confus- +20% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +1% physical Spell.save +9 (+3 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T3 head armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +16% acid +6% mind +6% lightning Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +9% blight +12% mind +11% nature +24% acid Mind.save +22 (+7 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 147 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% arcane +15% darkness Res.pen +20% arcane ----- def ----- Armour +4 Defense +20 (+4 eff.) Fatigue +4% Resists +6% darkness Phys.save +13 (+6 eff.) Pinning- +20% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +15% arcane +6% physical +14% nature +10% darkness Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +11% physical +21% nature +12% darkness Shield.pwr +6% HP.reg +1.50 ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Wil +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% blight On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +27% temporal +11% lightning Mind.save +14 (+4 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +5.43 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +8 Dex +3 Mag +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Armour +8 Defense +27 (+6 eff.) Fatigue +8% Resists +8% mind +24% lightning Phys.save +11 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +1 A suit of armour made of leather. |
![]() 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 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Phys.pwr +10 (+3 eff.) Acc +3 (+1 eff.) Apr +1 Melee Ret 4 fire ---------- misc Max.stam +10.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Resists +1% physical Spell.save +3 (+1 eff.) Max.HP +80.00 HP.reg +4.00 ---------- misc Light +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. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% temporal +3% fire +6% darkness +5% arcane Blast the opponent's mind dealing 433 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 74. 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% nature Crit.chn- 10.00% Die.at -80.00 life Max.HP +100.00 Cut- +20% Disarm- +20% Confus- +20% Sting an enemy dealing 296 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight +10% arcane ----- def ----- Resists +5% arcane +6% blight Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 529 Base Damage: 235 Armor: 9 All Resist: 4 Puts all charms on 22 cooldown 100% to increase all damage by 21% for 2 turns. 100% to reduce fatigue by 34% for 2 turns. 100% to heal for 51. 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. |
![]() 0.0 T5 white gem [Plot Item] 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 ARGH2+5 the Ogre Arcane Blade level 34
69th Dusk 123rd year of Ascendancy at 19:19 see stats
By ARGH2+5 the Ogre Arcane Blade level 34
68th Dusk 123rd year of Ascendancy at 02:18 see stats
By ARGH2+5 the Ogre Arcane Blade level 41
20th Regrowth 124th year of Ascendancy at 00:43 see stats
By ARGH2+5 the Ogre Arcane Blade level 37
2nd Haze 123rd year of Ascendancy at 05:22 see stats
By ARGH2+5 the Ogre Arcane Blade level 13
71st Dusk 122nd year of Ascendancy at 07:17 see stats
By ARGH2+5 the Ogre Arcane Blade level 36
78th Dusk 123rd year of Ascendancy at 05:23 see stats
By ARGH2+5 the Ogre Arcane Blade level 32
61st Dusk 123rd year of Ascendancy at 17:21 see stats
By ARGH2+5 the Ogre Arcane Blade level 20
66th Haze 122nd year of Ascendancy at 22:16 see stats
By ARGH2+5 the Ogre Arcane Blade level 30
35th Dusk 123rd year of Ascendancy at 02:30 see stats
By ARGH2+5 the Ogre Arcane Blade level 31
59th Dusk 123rd year of Ascendancy at 13:19 see stats
By ARGH2+5 the Ogre Arcane Blade level 29
1st Summertide 123rd year of Ascendancy at 09:41 see stats
By ARGH2+5 the Ogre Arcane Blade level 10
2nd Dusk 122nd year of Ascendancy at 11:48 see stats
By ARGH2+5 the Ogre Arcane Blade level 20
66th Haze 122nd year of Ascendancy at 16:13 see stats
By ARGH2+5 the Ogre Arcane Blade level 30
24th Dusk 123rd year of Ascendancy at 10:25 see stats
By ARGH2+5 the Ogre Arcane Blade level 40
5th Allure 124th year of Ascendancy at 13:21 see stats
By ARGH2+5 the Ogre Arcane Blade level 28
1st Summertide 123rd year of Ascendancy at 08:10 see stats
By ARGH2+5 the Ogre Arcane Blade level 18
64th Haze 122nd year of Ascendancy at 11:47 see stats
By ARGH2+5 the Ogre Arcane Blade level 37
78th Dusk 123rd year of Ascendancy at 06:44 see stats
By ARGH2+5 the Ogre Arcane Blade level 13
34th Haze 122nd year of Ascendancy at 17:34 see stats
By ARGH2+5 the Ogre Arcane Blade level 9
1st Dusk 122nd year of Ascendancy at 14:00 see stats
By ARGH2+5 the Ogre Arcane Blade level 23
77th Regrowth 123rd year of Ascendancy at 20:44 see stats
By ARGH2+5 the Ogre Arcane Blade level 6
10th Mirth 122nd year of Ascendancy at 11:07 see stats
By ARGH2+5 the Ogre Arcane Blade level 41
20th Regrowth 124th year of Ascendancy at 01:10 see stats
By ARGH2+5 the Ogre Arcane Blade level 22
77th Regrowth 123rd year of Ascendancy at 01:45 see stats
By ARGH2+5 the Ogre Arcane Blade level 24
38th Pyre 123rd year of Ascendancy at 14:26 see stats
By ARGH2+5 the Ogre Arcane Blade level 18
64th Haze 122nd year of Ascendancy at 14:49 see stats
By ARGH2+5 the Ogre Arcane Blade level 33
67th Dusk 123rd year of Ascendancy at 04:41 see stats
Log
Mindrot hits ARGH2+5 for (23 absorbed), 0 mind, (22 absorbed), 0 darkness (0 total damage).
Aluin the Fallen's light area effect hits ARGH2+5 for (94 absorbed), 0 light (0 total damage).
Aluin the Fallen repels an attack from ARGH2+5.
Aluin the Fallen repels an attack from ARGH2+5.
Aluin the Fallen repels an attack from ARGH2+5.
Aluin the Fallen uses Block.
ARGH2+5 slows down.
ARGH2+5 overcomes the dismay
Talent Arcane Reconstruction is ready to use.
Thunderstorm hits Aluin the Fallen for (18 blocked), 0 lightning (0 total damage).
Aluin the Fallen repels an attack from ARGH2+5.
Aluin the Fallen repels an attack from ARGH2+5.
Aluin the Fallen's armor corrodes!
Melee retaliation hits ARGH2+5 for (38 absorbed), 0 light, (17 absorbed), 0 blight, (38 absorbed), 0 light, (17 absorbed), 0 blight (0 total damage).
ARGH2+5 hits Aluin the Fallen for (25 blocked), 0 physical, (4 blocked), 0 physical, (9 blocked), 0 lightning, (6 blocked), 0 fire, (5 blocked), 0 physical, (7 blocked), 0 physical, (10 blocked), 0 physical, (19 blocked), 0 lightning, (13 blocked), 0 fire (0 total damage).
Aluin the Fallen stops regenerating health quickly.
Mindrot hits ARGH2+5 for (11 absorbed), 0 mind, (21 absorbed), 0 darkness (0 total damage).
Aluin the Fallen casts Crusade.
Your shield crumbles under the damage!
The shield around ARGH2+5 crumbles.
ARGH2+5 is a martyr.
Aluin the Fallen is fully armored again.
Aluin the Fallen steals life from ARGH2+5!
ARGH2+5 damages himself through Martyrdom!
Aluin the Fallen hits ARGH2+5 for (267 absorbed), 396 light, 16 cold, 82 light, 236 light, 192 light (925 total damage).
Weapon of Wrath hits ARGH2+5 for 291 fire damage.
Melee retaliation hits Aluin the Fallen for (1 absorbed), (1 absorbed), 0 cold, (3 absorbed), (2 absorbed), 1 arcane, (1 absorbed), (1 absorbed), 0 darkness, (1 absorbed), (0 absorbed), 0 cold, (3 absorbed), (2 absorbed), 1 arcane, (1 absorbed), (1 absorbed), 0 darkness (4 total damage).
ARGH2+5 the level 43 ogre arcane blade was purified to death by Aluin the Fallen on level 2 of Trollmire.
The furious lightning storm around ARGH2+5 calms down and disappears.