











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Forbidden Cults 1.5.9Official 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 | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Archmage |
Level / Exp | 50 / 995% |
Size | big |
Lifes / Deaths | Killed by Yvuvena the headless horror at level 15 on the 40th Haze 122nd year of Ascendancy at 22:54 1 / 6Killed by searing horror at level 32 on the 59th Haze 123rd year of Ascendancy at 15:48 Killed by Fara's Temporal Clone at level 33 on the 60th Haze 123rd year of Ascendancy at 11:12 Killed by Xeroma the maelstrom at level 33 on the 60th Haze 123rd year of Ascendancy at 21:53 Killed by The One That Writes at level 33 on the 61st Haze 123rd year of Ascendancy at 01:48 Killed by The One That Writes at level 33 on the 61st Haze 123rd year of Ascendancy at 05:53 |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 113 (base 60) |
Constitution | 94 (base 60) |
Magic | 92 (base 60) |
Willpower | 107 (base 60) |
Cunning | 98 (base 60) |
Resources
Life | 96255/96255 |
Mana | 9999/540 |
Equilibrium | 29 |
Vim | 173/296 |
Healing Factor | 2.5 |
Regeneration | 0.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35.14089514843% |
Spell | 0% |
Global | +166.70607866426% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 105.87439499327 |
See Invisible | 137.47552991661 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 143 |
Accuracy | 83 |
Crit Chance | 36% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 52% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Blight | +40% |
Arcane | +57% |
Cold | +44% |
All | +25% |
Mind | +71% |
Lightning | +50% |
Light | +56% |
Temporal | +35% |
Physical | +38% |
Darkness | +58% |
Fire | +116% |
Nature | +45% |
Offense: Damage Penetration
Lightning | +70% |
Physical | +50% |
Cold | +60% |
Blight | +5% |
Arcane | +25% |
Fire | +70% |
All | 0% |
Defense: Base
Armour (hardiness) | 87.586273494973 (80.311688311688%) |
Defense | 83 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 66 |
Mental Save | 89 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 48%( 70%) |
All | + 29%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 44%( 70%) |
Temporal | + 43%( 80%) |
Physical | + 37%( 70%) |
Mind | + 53%( 70%) |
Fire | + 70%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 73% |
Silence Resistance | 45% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 560 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Stone Skin |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Thunderstorm |
talent | Crystalline Focus |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Premonition |
talent | Shielding |
talent | Hurricane |
talent | Uttercold |
talent | Quicken Spells |
talent | Tempest |
talent | Feather Wind |
talent | Defensive Posture |
talent | Burning Wake |
talent | Wildfire |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Probability Travel |
talent | Spellcraft |
talent | Invisibility |
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 failed to protect the lone alchemist from death by patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Fara. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the repented thief from death by ultimate gwelgoroth. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Fara. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Fara. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Fara. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 711. | 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. * 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. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Random Unique] Master While equipped: ----- def ----- Armour +13 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -15% Resists +13% acid +3% physical +13% cold +13% fire +5% arcane +12% lightning Phys.save +22 (+5 eff.) Mind.save +20 (+4 eff.) Stun/Frz- +5% Knockbk- +10% ---------- misc Max.enc +95 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 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 41 out of 70/70. Range 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 28.42 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. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +18% mind +16% darkness ----- def ----- Defense +3 (+1 eff.) Resists +6% blight +5% arcane +13% mind +24% darkness Phys.save +13 (+4 eff.) Mind.save +12 (+2 eff.) Poison- +10% ---------- misc Mana/turn +2.20 Mana/ret +1.40 Max.mana +81.00 Max.psi +26.00 Manaflow: Puts all charms on 24 cooldown Level 1.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Dex +5 Mag +6 Wil +8 Cun dps ---------- Crit.mult +9.00% Spell.pwr +11 (+2 eff.) Acc +24 (+5 eff.) ----- def ----- Armour +4 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +6% fire Max.HP +10.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +9 Dex +1 Mag +10 Cun +4 Con dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +3% lightning +3% fire +17% darkness Res.pen +5% lightning Acc +13 (+3 eff.) ----- def ----- Resists +34% darkness ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +16 (+4 eff.) Dmg.mod +9% mind On Hit (Melee): * 31% chance to daze at end of turn ----- def ----- Resists +9% lightning +13% fire +12% mind +14% cold Spell.save +14 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
On hands | ![]() 1.5 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +9 Cun +15 Con dps ---------- Melee+ 13 mind Dmg.mod +19% mind +3% fire Res.pen +25% arcane +10% fire Acc +9 (+2 eff.) Apr +15 ----- def ----- Armour +21 Hardiness +12% Resists +8% physical +8% mind +5% arcane Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +39 (+8 eff.) S.pwr/crit +7 Dmg.mod +6% lightning +3% blight +19% fire +6% arcane +18% all Res.pen +5% lightning +5% blight Melee Ret 16 lightning On Hit (Melee): * 10% chance to disease ----- def ----- Defense +5 (+1 eff.) Resists +6% blight +28% fire Silence- +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.1 Pwr.cost 29 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +9 Dex +14 Wil dps ---------- Crit.mult +19.00% Spell.pwr +13 (+3 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +12% blight +15% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +12 (+2 eff.) Confus- +23% ---------- misc Equi/ret +0.04 Max.hate +8.00 Max.psi +30.00 Telepathy Humanoid/Orc Amulets can have magical properties. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.2 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 339 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Unarmed training +0.30 Technique/Thuggery +0.30 Technique/Shield defense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Archery excellence +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield offense +0.30 Technique/Superiority +0.30 Technique/Pugilism +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.8 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 136.81 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+2 eff.) ---------- misc Max.stam +13.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +8 (+2 eff.) Melee Ret 12 acid ----- def ----- Armour +12 Phys.save +20 (+5 eff.) Knockbk- +10% Teleport- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +8 Resists +22% acid Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
![]() 3.0 T5 battleaxe 2H weapon [Ego] Disrupt/Master Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Against +42% Unnatural While equipped: Stats +10 Wil dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +21 (+4 eff.) Disarm- +70% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. This item has been sent to the Item's Vault. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 64.19 to 192.58 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 157.38 to 314.75 physical damage (based on Strength) to each. Uses 29 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 6 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 84.0 - 134.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 lightning +28 temporal +24 nature On Hit.r1 +8 lightning On Crit.r2 +42 ice On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +18% lightning Res.pen +20% cold Melee Ret 4 lightning ----- def ----- Armour +27 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Ego] Arcane/Nature Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 acid +20 temporal +15 nature On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Arcane Power 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 light Against +23% Undead Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Master Power 59.0 - 82.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Psionic Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 116 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +4 light While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+3 eff.) S.pwr/crit +7 Dmg.mod +6% arcane +20% cold On Hit (Melee): * 30% chance to blind ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.21 Max.mana +63.00 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 36.75 to 44.11 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +7 Con dps ---------- Spell.crit +16% Crit.mult +40.00% Phys.pwr +12 (+3 eff.) Spell.pwr +34 (+7 eff.) Melee+ 24 fire Dmg.mod +30% arcane Apr +3 Melee Ret 12 physical ----- def ----- Resists +2% physical HP.reg +1.50 Heal.mod +28% ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +20% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +8 Mag +7 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +27.00% Spell.pwr +40 (+8 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Spell.save +15 (+3 eff.) Poison- +20% ---------- misc Vim/s.crit +7.00 Max.vim +47.00 Max.N.En +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +10% darkness HP.reg +0.90 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +43 (+9 eff.) Melee+ 40 arcane Dmg.mod +30% acid ---------- misc Mana/turn +0.40 Max.mana +120.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane/Master Power 54.0 - 75.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid On Crit: * splashes the target with acid One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +14 (+3 eff.) Disarm- +50% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +30 cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +7.0% Atk.spd 100% Phasing +56% Melee+ +25 cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 56.5 - 79.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +14 (+3 eff.) Apr +14 One-handed war axes. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +1 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Mana/turn +0.16 Max.mana +22.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Crit.mult +30.00% Dmg.mod +6% light Acc +15 (+3 eff.) Apr +10 On Hit (Melee): * 15% chance to blind ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +5% arcane Phys.save +13 (+4 eff.) Mind.save +15 (+3 eff.) Stealth +9 Max.HP +110.00 Disease- +25% Confus- +5% Pinning- +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 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +5 Mag +6 Wil +4 Cun dps ---------- Spell.crit +11% Dmg.mod +3% acid Res.pen +15% acid Phasing +30% Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+3 eff.) Mind.save +14 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +6 Cun +8 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 329 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T5 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+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 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +6% ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +19% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Str +6 Mag +6 Wil +5 Cun +4 Con dps ---------- Spell.crit +10% Mind.crit +6% Spell.pwr +20 (+4 eff.) Mind.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +18% light +19% darkness Acc +2 (+1 eff.) ----- def ----- Armour +6 Defense +11 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +5% arcane Phys.save +3 (+1 eff.) Mind.save +25 (+5 eff.) Silence- +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 27.61 to 34.51 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +7% physical +7% temporal +10% all Res.pen +6% temporal +6% physical ----- def ----- Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +15% acid +13% physical +14% fire +15% cold ----- def ----- Defense +5 (+1 eff.) Resists +18% acid +19% physical +12% darkness +12% light +11% blight +32% cold +12% lightning +29% fire Phys.save +20 (+5 eff.) Spell.save +32 (+8 eff.) Mind.save +20 (+4 eff.) ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +18% blight ----- def ----- Defense +5 (+1 eff.) Resists +18% blight ---------- misc Mana/turn +0.40 Psi/turn +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +5 (+1 eff.) Resists +30% fire ---------- misc Mana/turn +0.40 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +16% physical ----- def ----- Defense +5 (+1 eff.) Resists +16% physical Mind.save +28 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Spell.crit +5% Mind.crit +2% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +3% arcane Res.pen +10% arcane ----- def ----- Spell.save +30 (+7 eff.) Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +7 Lck +6 Dex dps ---------- Dmg.mod +15% lightning Res.pen +10% blight +20% mind Melee Ret 4 lightning ----- def ----- Armour +5 Defense +21 (+4 eff.) Fatigue +5% Stealth +11 HP.reg +4.40 Heal.mod +24% Evasion: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * Slows global speed by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +9% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Mind.pwr +7 (+1 eff.) Res.pen +17% physical ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +4% Resists +1% physical +14% fire +9% nature +15% cold Phys.save +9 (+3 eff.) Blindside: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +14% lightning +15% temporal ---------- misc Stam/turn +1.00 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +5 Fatigue +5% HP.reg +5.10 Heal.mod +30% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue -5% Phys.save +15 (+4 eff.) ---------- misc Max.enc +50 A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 12 acid Dmg.mod +9% acid +6% mind Acc +9 (+2 eff.) Melee Ret 12 darkness On Melee Ret: * 35% chance to reduce effective powers by 20% * 31 arcane resource burn ----- def ----- Armour +3 Resists +10% acid +6% nature Phys.save +9 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +16 (+3 eff.) Disease- +5% Disarm- +50% ---------- misc Max.hate +2.00 Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 5 arcane ----- def ----- Armour +5 Resists +4% arcane Mind.save +6 (+1 eff.) Max.HP +41.00 Disperse Magic: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 14 cold Dmg.mod +10% cold Acc +25 (+5 eff.) ----- def ----- Armour +3 Resists +10% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.37 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +9 Wil +4 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% arcane ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Phys.save +11 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +27 (+5 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Infravis +3 Battle Cry: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 72.57 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 30.41 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +1 Dex +7 Cun dps ---------- Mind.crit +3% Mind.pwr +7 (+1 eff.) Dmg.mod +25% darkness +12% physical ----- def ----- Defense +2 (+1 eff.) Resists +38% darkness +7% physical Mind.save +9 (+2 eff.) ---------- misc Max.hate +10.00 Telepathy Dragon A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +4 (+1 eff.) S.pwr/crit +2 Dmg.mod +13% acid +18% light +15% lightning +6% blight +10% fire +16% arcane +12% cold On Hit (Melee): * 20% chance to disease ----- def ----- Defense +3 (+1 eff.) Resists +27% light +6% acid Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego] Master While equipped: Stats +9 Str ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Phys.save +22 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% light +4% temporal +4% darkness +4% physical ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +16% Resists +30% cold A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: Stats +10 Str +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Phys.pwr +19 (+5 eff.) Spell.pwr +25 (+5 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +16% lightning A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +30% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego] Psionic While equipped: ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +10% mind Mind.save +25 (+5 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +26 (+5 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +30% lightning Proj.evade +19% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 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 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 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 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +6 Con ----- def ----- Resists +15% blight +3% all Spell.save +12 (+3 eff.) HP.reg +6.20 ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 117 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. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 41 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 6 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T5 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Fara the Thalore Archmage level 30
4th Haze 123rd year of Ascendancy at 15:48 see stats
By Fara the Thalore Archmage level 45
45th Regrowth 125th year of Ascendancy at 22:58 see stats
By Fara the Thalore Archmage level 29
2nd Summertide 123rd year of Ascendancy at 20:29 see stats
By Fara the Thalore Archmage level 31
7th Haze 123rd year of Ascendancy at 23:55 see stats
By Fara the Thalore Archmage level 38
18th Haze 124th year of Ascendancy at 04:43 see stats
By Fara the Thalore Archmage level 38
48th Dusk 124th year of Ascendancy at 03:38 see stats
By Fara the Thalore Archmage level 26
77th Pyre 123rd year of Ascendancy at 21:33 see stats
By Fara the Thalore Archmage level 40
29th Haze 124th year of Ascendancy at 07:44 see stats
By Fara the Thalore Archmage level 8
59th Dusk 122nd year of Ascendancy at 14:29 see stats
By Fara the Thalore Archmage level 37
26th Regrowth 124th year of Ascendancy at 13:10 see stats
By Fara the Thalore Archmage level 12
11st Haze 122nd year of Ascendancy at 00:46 see stats
By Fara the Thalore Archmage level 50
77th Pyre 125th year of Ascendancy at 03:35 see stats
By Fara the Thalore Archmage level 19
33rd Regrowth 123rd year of Ascendancy at 15:27 see stats
By Fara the Thalore Archmage level 22
34th Pyre 123rd year of Ascendancy at 04:35 see stats
By Fara the Thalore Archmage level 49
71st Pyre 125th year of Ascendancy at 18:03 see stats
By Fara the Thalore Archmage level 15
41st Haze 122nd year of Ascendancy at 22:31 see stats
By Fara the Thalore Archmage level 40
18th Haze 124th year of Ascendancy at 05:25 see stats
By Fara the Thalore Archmage level 10
78th Dusk 122nd year of Ascendancy at 13:01 see stats
By Fara the Thalore Archmage level 20
42nd Regrowth 123rd year of Ascendancy at 21:04 see stats
By Fara the Thalore Archmage level 30
2nd Summertide 123rd year of Ascendancy at 20:29 see stats
By Fara the Thalore Archmage level 40
18th Haze 124th year of Ascendancy at 05:16 see stats
By Fara the Thalore Archmage level 50
74th Pyre 125th year of Ascendancy at 13:51 see stats
By Fara the Thalore Archmage level 35
10th Allure 124th year of Ascendancy at 12:50 see stats
By Fara the Thalore Archmage level 35
10th Allure 124th year of Ascendancy at 17:34 see stats
By Fara the Thalore Archmage level 2
75th Pyre 122nd year of Ascendancy at 02:55 see stats
By Fara the Thalore Archmage level 47
63rd Regrowth 125th year of Ascendancy at 17:51 see stats
By Fara the Thalore Archmage level 35
8th Allure 124th year of Ascendancy at 19:57 see stats
By Fara the Thalore Archmage level 44
41st Regrowth 125th year of Ascendancy at 09:54 see stats
By Fara the Thalore Archmage level 25
76th Pyre 123rd year of Ascendancy at 23:01 see stats
By Fara the Thalore Archmage level 36
25th Regrowth 124th year of Ascendancy at 05:10 see stats
By Fara the Thalore Archmage level 35
10th Allure 124th year of Ascendancy at 17:08 see stats
By Fara the Thalore Archmage level 21
68th Regrowth 123rd year of Ascendancy at 00:04 see stats
By Fara the Thalore Archmage level 37
3rd Flare 124th year of Ascendancy at 06:20 see stats
By Fara the Thalore Archmage level 35
9th Allure 124th year of Ascendancy at 09:08 see stats
By Fara the Thalore Archmage level 35
8th Allure 124th year of Ascendancy at 02:20 see stats
By Fara the Thalore Archmage level 50
77th Pyre 125th year of Ascendancy at 03:34 see stats
By Fara the Thalore Archmage level 12
11st Haze 122nd year of Ascendancy at 00:46 see stats
By Fara the Thalore Archmage level 10
79th Dusk 122nd year of Ascendancy at 22:08 see stats
By Fara the Thalore Archmage level 48
70th Pyre 125th year of Ascendancy at 03:41 see stats
By Fara the Thalore Archmage level 13
36th Haze 122nd year of Ascendancy at 16:35 see stats
By Fara the Thalore Archmage level 21
54th Regrowth 123rd year of Ascendancy at 19:46 see stats
By Fara the Thalore Archmage level 30
54th Dusk 123rd year of Ascendancy at 10:23 see stats
By Fara the Thalore Archmage level 41
30th Regrowth 125th year of Ascendancy at 09:39 see stats
By Fara the Thalore Archmage level 21
54th Regrowth 123rd year of Ascendancy at 11:55 see stats
By Fara the Thalore Archmage level 12
11st Haze 122nd year of Ascendancy at 00:46 see stats
By Fara the Thalore Archmage level 12
11st Haze 122nd year of Ascendancy at 00:46 see stats
By Fara the Thalore Archmage level 28
1st Summertide 123rd year of Ascendancy at 20:27 see stats
By Fara the Thalore Archmage level 32
59th Haze 123rd year of Ascendancy at 15:24 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: at portal).
Fara deactivates Defensive Posture.
Fara deactivates Chant of Fortitude.
Fara deactivates Probability Travel.
Fara deactivates Thunderstorm.
The furious lightning storm around Fara calms down and disappears.
Fara deactivates Blur Sight.
Fara deactivates Arcane Shield.
Fara deactivates Elemental Harmony.
Fara deactivates Keen Senses.
Fara deactivates Phantasmal Shield.
Fara deactivates Quicken Spells.
Fara deactivates Tempest.
Fara deactivates Uttercold.
Fara deactivates Feather Wind.
Fara deactivates Wildfire.
Fara deactivates Crystalline Focus.
Fara deactivates Hurricane.
Fara deactivates Invisibility.
Fara deactivates Stone Skin.
Fara deactivates Spellcraft.
Fara deactivates Burning Wake.
Fara deactivates Arcane Power.
Fara deactivates Premonition.
Fara deactivates Essence of Speed.
Fara deactivates Shielding.