
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 1136% |
Size | medium |
Lifes / Deaths | Killed by Aryssra the elven cultist at level 36 on the 15th Steel 123rd year of Ascendancy at 03:19 0 / 8Killed by worm that walks (servant of Ataiva) at level 36 on the 15th Steel 123rd year of Ascendancy at 14:59 Killed by The Shade of Telos at level 37 on the 30th Steel 123rd year of Ascendancy at 16:03 Killed by Bethuma the xorn at level 39 on the 9th Gold 123rd year of Ascendancy at 11:40 Killed by Xerodawen the blinkwyrm at level 43 on the 12nd Profit 123rd year of Ascendancy at 01:02 Killed by minotaur at level 44 on the 12nd Profit 123rd year of Ascendancy at 14:36 Killed by Rak'shor, Grand Necromancer of the Pride at level 47 on the 32nd Profit 123rd year of Ascendancy at 07:30 Killed by Atamathon the Giant Golem at level 50 on the 8th Dearth 123rd year of Ascendancy at 08:05 |
Primary Stats
Strength | 107 (base 63) |
Dexterity | 71 (base 36) |
Constitution | 100 (base 60) |
Magic | 122 (base 61) |
Willpower | 50 (base 15) |
Cunning | 47 (base 14) |
Resources
Life | -353/2047 |
Mana | 0/594 |
Insanity | 20/100 |
Healing Factor | 2.2999965160857 |
Regeneration | 131.67480054591 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +49.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 36.659795546394 |
See Invisible | 36.659795546394 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 219 |
Accuracy | 75 |
Crit Chance | 30% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Blight | +31% |
Arcane | +25% |
Mind | +26% |
All | +13% |
Lightning | +23% |
Darkness | +51% |
Cold | +34% |
Fire | +23% |
Nature | +25% |
Offense: Damage Penetration
Temporal | +36% |
Darkness | +69% |
Nature | +46% |
All | +21% |
Defense: Base
Armour (hardiness) | 47 (88.568973732692%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 27 |
Physical Save | 68 |
Spell Save | 52 |
Mental Save | 65 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 43%( 70%) |
All | + 19%( 70%) |
Physical | + 30%( 70%) |
Darkness | + 58%( 70%) |
Light | + 46%( 70%) |
Temporal | + 36%( 70%) |
Mind | + 56%( 70%) |
Lightning | + 35%( 70%) |
Fire | + 27%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 30% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 710 damage for 5 turns. Its effects scale with your Magic 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 44% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 941% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 188 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 Strength stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1478. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Res.pen +15% darkness +15% temporal Apr +5 ----- def ----- Armour +5 Resists +23% darkness +21% temporal Def/telep +21 Res/telep +20% Dur/telep +24% A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% arcane +13% mind +12% nature Res.pen +10% nature +10% all Apr +12 On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Phys.save +11 (+3 eff.) Heal.mod +26% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +16% cold ---------- misc Equi/ret +0.04 Max.psi +10.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +5% nature ----- def ----- Resists +3% light Phys.save +8 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Max.HP +54.00 HP.reg +4.00 Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +14 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +70.00 HP.reg +13.00 Heal.mod +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Phys.save +20 (+5 eff.) Max.HP +100.00 HP.reg +18.00 Heal.mod +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +7 Str +6 Dex +7 Wil +7 Cun ----- def ----- Defense +30 (+8 eff.) Resists +18% light +2% physical Phys.save +19 (+5 eff.) Spell.save +20 (+7 eff.) Mind.save +34 (+9 eff.) HP.reg +4.00 Confus- +20% Stun/Frz- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +12 Dex +13 Mag +13 Wil +10 Cun +11 Con dps ---------- Res.pen +11% all Acc +17 (+5 eff.) Apr +14 Sharp, long, and deadly. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +12% light +15% mind +15% nature +5% arcane HP.reg +10.00 ---------- misc Stam/turn +2.00 Max.stam +36.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +25 Fatigue +22% Resists +10% acid +11% physical +10% fire +11% lightning +13% cold Max.HP +67.00 HP.reg +8.00 Heal.mod +19% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +20% darkness Res.pen +18% darkness ----- def ----- Defense +3 (+1 eff.) Resists +22% darkness Phys.save +13 (+4 eff.) Mind.save +12 (+3 eff.) Stealth +18 Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +10 Mag +5 Wil +5 Cun +10 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Defense +10 (+3 eff.) Resists +30% mind Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Confus- +30% Fear- +30% ---------- misc Light +2 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Amulets make your neck look great! |
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 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 9 turns. While Heroism is active, you will only die when reaching -313 life. The duration and life will increase by 1% for every 1% life you have lost (currently 680 life, 19 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 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 -435 life. The duration and life will increase by 1% for every 1% life you have lost (currently 946 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 6 turns. While Heroism is active, you will only die when reaching -709 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1540 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 671 life over 5 turns. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 light, 2 physical, 4 cold, 4 nature, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 395.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 43% faster, and you are invisible (power 12). 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 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 37% faster, and you are invisible (power 19). 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 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 37% faster, and you are invisible (power 15). 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 50% faster, and you are invisible (power 24). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 120 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 67 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 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 156 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% acid +20% cold Melee Ret 6 cold ----- def ----- Armour +6 Defense +9 (+3 eff.) Resists +30% acid Res.Cap +5% all Phys.save +18 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 17 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +4 Wil +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical ---------- misc Equi/ret +0.12 Light +2 See.Invis +12 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 light 9 darkness Dmg.mod +7% light +8% darkness On Melee Ret: * 9% chance to reduce damage dealt by 22% * 8% chance to blind ----- def ----- Fatigue -9% HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +6% cold Res.pen +10% nature +5% cold ----- def ----- Defense +25 (+7 eff.) Resists +2% physical Blind- +29% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +36.00 HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Phys.save +16 (+4 eff.) Max.HP +57.00 HP.reg +6.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.39 Cunning/Survival +0.39 Demented/Friend of the worm Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +6 Cun +7 Con dps ---------- Crit.mult +18.00% Spell.pwr +7 (+2 eff.) Mov.spd +10% Dmg.mod +9% blight +6% fire ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% blight Res.pen +30% blight +30% darkness +25% mind ----- def ----- Fatigue -4% Spell.save +21 (+8 eff.) ---------- misc Max.enc +35 Mana/turn +0.32 Vim/s.crit +2.36 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +18% nature Res.pen +25% nature +10% acid ----- def ----- Resists +10% nature +13% blight Mind.save +9 (+3 eff.) Poison- +26% Disease- +20% Confus- +36% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Dex +3 Mag +6 Cun dps ---------- Melee+ 15 physical Ranged+ 26 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 26 On Hit (Ranged): * 10% chance to reduce all saves and defense by 26 ----- def ----- Defense +8 (+3 eff.) Resists +2% physical Mind.save +7 (+2 eff.) Die.at -20.00 life Confus- +25% ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 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 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +9 Mag +6 Con dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +4 Resists +6% nature +12% blight Mind.save +18 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Str +5 Dex +5 Mag +3 Wil dps ---------- Mind.crit +3% Dmg.mod +30% arcane +18% mind Melee Ret 6 arcane ----- def ----- Armour +12 ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +26% fire +5% arcane +12% light Spell.save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +10% cold ----- def ----- Resists +22% acid Phys.save +3 (+1 eff.) HP.reg +2.00 Disease- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% temporal Res.pen +5% arcane Melee Ret 8 acid 4 fire 4 arcane ----- def ----- Resists +5% arcane +11% temporal Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +9% nature Acc +20 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +9% nature Phys.save +3 (+1 eff.) Blind- +36% ---------- misc Stam/turn +2.00 Light +3 Infravis +5 See.Stealth +10 See.Invis +10 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Cun +2 Con dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +9% lightning +6% fire +3% temporal Spell.save +12 (+4 eff.) Die.at -40.00 life Silence- +33% Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.16 Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Fatigue -7% Resists +30% cold ---------- misc Max.enc +27 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -8% HP.reg +6.00 Stun/Frz- +25% ---------- misc Max.enc +32 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +6 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Resists +11% acid +21% fire +23% lightning +11% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +22.00 Disarm- +26% Pinning- +25% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +15 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+4 eff.) Max.HP +68.00 HP.reg +13.00 Heal.mod +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +4 Dex dps ---------- Melee+ 21 physical Ranged+ 6 physical Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 26 On Hit (Ranged): * 14% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 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 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +69.00 HP.reg +11.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +64.00 HP.reg +7.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +6% Crit.mult +10.00% Phys.pwr +7 (+1 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+2 eff.) Melee Ret 4 arcane ---------- misc Psi/ret +0.16 Max.psi +40.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Dex +2 Mag +5 Con dps ---------- Dmg.mod +21% mind ----- def ----- Crit.dmg- 15.00% Mind.save +11 (+3 eff.) Confus- +43% ---------- misc Light +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 10 mind ----- def ----- Fatigue -6% Resists +6% acid +6% nature +9% lightning HP.reg +4.00 Blind- +20% Cut- +20% ---------- misc Max.enc +34 Light +3 Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.5% Atk.spd 100% Phasing +20% Melee+ +14 cold On Hit.r1 +8 physical While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Defense +25 (+7 eff.) Resists +12% mind Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+11 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +0% all ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +27 cold While equipped: dps ---------- Phys.crit +10.0% Crit.mult +25.00% Dmg.mod +9% darkness Res.pen +10% darkness +13% all Acc +13 (+4 eff.) Apr +26 ----- def ----- Armour +2 Resists +3% blight +2% physical +5% arcane +9% nature Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Master Power 23.0 - 32.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 arcane On Crit.r2 +16 arcane While equipped: dps ---------- Res.pen +25% darkness Phasing +30% Acc +11 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +32% ---------- misc Mana/s.crit +2.00 Max.mana +80.00 Max.vim +50.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 112.29 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 17 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +24.00% Dmg.mod +6% nature +15% fire Res.pen +25% fire Apr +11 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% darkness +5% arcane Spell.save +6 (+2 eff.) Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 13.5 - 18.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 116 fire damage (1/turn) On Crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+1 eff.) Dmg.mod +9% fire Res.pen +7% fire Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 116 lightning damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +12% lightning Blunt and deadly. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+11 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 110 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." |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 lightning +6 nature +12 darkness While equipped: ----- def ----- Resists +3% darkness One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +15.00% Apr +8 Melee Ret 10 cold ----- def ----- Armour +6 Resists +9% fire +3% light +6% darkness Spell.save +6 (+2 eff.) Die.at -40.00 life Stun/Frz- +20% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: * 20% chance to reduce armor by 42% While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical ----- def ----- Resists +1% physical Die.at -60.00 life One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 29.5 - 41.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str +8 Wil +13 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.dmg- 15.00% Max.HP +10.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Arcane/Psionic Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 116 lightning damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Res.pen +7% all Acc +5 (+2 eff.) Apr +9 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Disrupt/Master Power 32.0 - 44.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +11% all Acc +14 (+4 eff.) Apr +12 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all +10% physical Acc +28 (+7 eff.) Apr +21 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Res.pen +15% lightning ----- def ----- Resists +15% lightning Crit.dmg- 15.00% ---------- misc Infravis +2 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% light +6% cold Mind.save +3 (+1 eff.) HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Dex +5 Mag +4 Con dps ---------- Phys.pwr +30 (+5 eff.) Res.pen +15% cold ----- def ----- Resists +5% arcane ---------- misc Stam/turn +2.00 Mana/turn +0.27 Max.mana +31.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% darkness Res.pen +5% darkness Melee Ret 2 lightning 6 darkness On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +12% acid +3% lightning Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Phys.pwr +2 (+0 eff.) Dmg.mod +3% mind Phasing +10% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Psi/ret +0.04 Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +32.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Resists +8% blight Phys.save +8 (+2 eff.) ---------- misc Size +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +4 Str +5 Dex +9 Wil +4 Cun ----- def ----- Phys.save +11 (+3 eff.) Spell.save +14 (+5 eff.) Mind.save +25 (+7 eff.) Max.HP +94.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature While equipped: dps ---------- Acc +28 (+7 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Defense +3 (+1 eff.) Fatigue -9% Resists +8% acid +10% fire +7% cold +15% mind +7% lightning Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life Max.HP +82.00 ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +5% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +6% fire +15% mind Mind.save +10 (+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 [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +9% blight +14% cold +3% temporal Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +6% arcane Res.pen +5% lightning Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +9% blight Spell.save +6 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +21 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Max.HP +65.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% darkness Res.pen +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness Stealth +14 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 [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +8% darkness Res.pen +13% darkness ----- def ----- Defense +3 (+1 eff.) Resists +19% darkness Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Mind.crit +1% Phys.pwr +3 (+0 eff.) Dmg.mod +3% nature Apr +4 ----- def ----- Armour +1 Resists +3% nature ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Dex +2 Cun +4 Con ----- def ----- Armour +4 Fatigue -3% Resists +6% lightning +8% fire +10% cold +5% arcane +3% acid Crit.dmg- 10.00% Phys.save +8 (+2 eff.) ---------- misc Max.enc +24 Disengage: Puts all charms on 9 cooldown Level 3.0 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 109% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +3% Resists +9% lightning +13% temporal +5% arcane +6% darkness Disease- +10% Confus- +20% 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 [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Dmg.mod +24% nature Res.pen +19% temporal +20% darkness +25% arcane ----- def ----- Armour +5 Resists +28% temporal +30% darkness +5% arcane Def/telep +30 Res/telep +20% Dur/telep +30% ---------- misc Infravis +3 See.Invis +24 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Res.pen +13% darkness +15% temporal ----- def ----- Armour +4 Fatigue +3% Resists +13% darkness +15% temporal Def/telep +13 Res/telep +13% Dur/telep +15% ---------- misc Mana/turn +0.13 Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +13% darkness +12% temporal ----- def ----- Armour +7 Fatigue +3% Resists +10% darkness +15% temporal Def/telep +17 Res/telep +13% Dur/telep +12% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +6 Con dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +7% physical On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +5 Resists +6% nature +5% arcane ---------- misc Infravis +1 Rush: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil ----- def ----- Armour +15 Fatigue +4% Resists +12% acid +10% fire +12% lightning +13% cold Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Die.at -80.00 life Silence- +47% Confus- +50% Stun/Frz- +38% ---------- misc Stam/turn +3.00 Blink to a nearby random location (rad 13) Puts all charms on 14 cooldown 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 Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +13 Mag +6 Wil +2 Cun +3 Con dps ---------- Res.pen +15% acid ----- def ----- Armour +5 Fatigue +4% Resists +6% acid ---------- misc Stam/turn +1.00 Max.stam +33.00 Blink to a nearby random location (rad 40) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +10% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +3 Fatigue -7% Resists +13% darkness +18% temporal Phys.save +7 (+2 eff.) Def/telep +18 Res/telep +13% Dur/telep +16% ---------- misc Max.enc +29 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +33% Confus- +21% Stun/Frz- +31% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Silence- +24% Confus- +22% Stun/Frz- +22% Rush: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +3% Resists +15% blight Phys.save +15 (+4 eff.) Mind.save +8 (+2 eff.) HP.reg +4.00 Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +2 Resists +3% blight +5% arcane +3% darkness +3% lightning Spell.save +6 (+2 eff.) HP.reg +5.00 ---------- misc Stam/turn +0.80 Max.stam +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +3% lightning +9% fire ----- def ----- Armour +2 Resists +9% fire HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Cun +3 Con dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% mind ---------- misc See.Invis +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 5 acid 4 fire 5 cold 5 lightning Dmg.mod +4% arcane ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +18% blight Acc +12 (+3 eff.) ----- def ----- Armour +4 Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +4 Con ----- def ----- Armour +3 Phys.save +21 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) HP.reg +7.00 Disarm- +35% ---------- misc Stam/turn +1.00 Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Dmg.mod +8% arcane ----- def ----- Armour +3 Fatigue +5% HP.reg +6.00 ---------- misc Stam/turn +1.20 Max.stam +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Con dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +3 Phys.save +16 (+4 eff.) Spell.save +24 (+8 eff.) Mind.save +5 (+2 eff.) Disarm- +48% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +3% fire Res.pen +5% blight +15% fire +5% darkness Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +7% cold A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% nature Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +4 Fatigue +4% Resists +22% nature Spell.save +8 (+3 eff.) Max.HP +75.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego++] Arcane/Nature While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +2% Dmg.mod +11% blight +14% arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+2 eff.) Max.HP +51.00 Heal.mod +11% A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +10 Mag +6 Con dps ---------- Dmg.mod +12% physical +15% darkness +15% light +14% arcane +9% temporal ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 10 fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Resists +3% temporal +13% physical +9% blight +12% mind +5% arcane +6% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) Die.at -60.00 life Disease- +20% Cut- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 fire 4 cold ----- def ----- Resists +3% cold +21% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +63.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 111 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 860.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +11 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Resists +15% temporal ---------- misc Infravis +3 See.Invis +12 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 9 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 11 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 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +2 Mag dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (135 total damage) Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Dex +4 Wil +6 Con dps ---------- Dmg.mod +15% nature Res.pen +25% nature ---------- misc Infravis +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 78 lightning damage and will be dazed for 1 turn (393 total damage) Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 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 [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Ataiva the Drem Writhing One level 29
1st Loss 122nd year of Ascendancy at 19:28 see stats
By Ataiva the Drem Writhing One level 24
27th Dearth 122nd year of Ascendancy at 17:30 see stats
By Ataiva the Drem Writhing One level 28
44th Dearth 122nd year of Ascendancy at 23:40 see stats
By Ataiva the Drem Writhing One level 34
18th Loss 122nd year of Ascendancy at 23:43 see stats
By Ataiva the Drem Writhing One level 35
6th Shortage 122nd year of Ascendancy at 23:17 see stats
By Ataiva the Drem Writhing One level 39
33rd Steel 123rd year of Ascendancy at 02:06 see stats
By Ataiva the Drem Writhing One level 33
16th Loss 122nd year of Ascendancy at 14:40 see stats
By Ataiva the Drem Writhing One level 49
13rd Wealth 123rd year of Ascendancy at 06:13 see stats
By Ataiva the Drem Writhing One level 17
32nd Profit 122nd year of Ascendancy at 05:09 see stats
By Ataiva the Drem Writhing One level 32
11st Loss 122nd year of Ascendancy at 02:47 see stats
By Ataiva the Drem Writhing One level 37
30th Steel 123rd year of Ascendancy at 21:53 see stats
By Ataiva the Drem Writhing One level 50
18th Wealth 123rd year of Ascendancy at 13:16 see stats
By Ataiva the Drem Writhing One level 18
5th Wealth 122nd year of Ascendancy at 02:40 see stats
By Ataiva the Drem Writhing One level 24
27th Dearth 122nd year of Ascendancy at 20:10 see stats
By Ataiva the Drem Writhing One level 34
5th Shortage 122nd year of Ascendancy at 09:09 see stats
By Ataiva the Drem Writhing One level 49
12nd Wealth 123rd year of Ascendancy at 10:34 see stats
By Ataiva the Drem Writhing One level 50
28th Wealth 123rd year of Ascendancy at 09:17 see stats
By Ataiva the Drem Writhing One level 31
9th Loss 122nd year of Ascendancy at 20:41 see stats
By Ataiva the Drem Writhing One level 21
21st Wealth 122nd year of Ascendancy at 05:21 see stats
By Ataiva the Drem Writhing One level 30
7th Loss 122nd year of Ascendancy at 01:04 see stats
By Ataiva the Drem Writhing One level 10
23rd Voratun 122nd year of Ascendancy at 15:45 see stats
By Ataiva the Drem Writhing One level 20
6th Wealth 122nd year of Ascendancy at 12:23 see stats
By Ataiva the Drem Writhing One level 30
5th Loss 122nd year of Ascendancy at 04:14 see stats
By Ataiva the Drem Writhing One level 40
11st Gold 123rd year of Ascendancy at 15:50 see stats
By Ataiva the Drem Writhing One level 50
13rd Wealth 123rd year of Ascendancy at 15:52 see stats
By Ataiva the Drem Writhing One level 41
42nd Stralite 123rd year of Ascendancy at 11:55 see stats
By Ataiva the Drem Writhing One level 48
42nd Profit 123rd year of Ascendancy at 17:36 see stats
By Ataiva the Drem Writhing One level 39
7th Gold 123rd year of Ascendancy at 07:25 see stats
By Ataiva the Drem Writhing One level 44
14th Profit 123rd year of Ascendancy at 21:32 see stats
By Ataiva the Drem Writhing One level 36
15th Steel 123rd year of Ascendancy at 19:38 see stats
By Ataiva the Drem Writhing One level 41
9th Profit 123rd year of Ascendancy at 06:07 see stats
By Ataiva the Drem Writhing One level 17
3rd Wealth 122nd year of Ascendancy at 19:40 see stats
By Ataiva the Drem Writhing One level 32
11st Loss 122nd year of Ascendancy at 04:54 see stats
By Ataiva the Drem Writhing One level 50
18th Wealth 123rd year of Ascendancy at 13:14 see stats
By Ataiva the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 00:17 see stats
By Ataiva the Drem Writhing One level 24
27th Dearth 122nd year of Ascendancy at 17:30 see stats
By Ataiva the Drem Writhing One level 50
18th Wealth 123rd year of Ascendancy at 13:16 see stats
By Ataiva the Drem Writhing One level 42
10th Profit 123rd year of Ascendancy at 16:21 see stats
By Ataiva the Drem Writhing One level 11
27th Voratun 122nd year of Ascendancy at 20:24 see stats
By Ataiva the Drem Writhing One level 35
12nd Steel 123rd year of Ascendancy at 02:52 see stats
By Ataiva the Drem Writhing One level 45
14th Profit 123rd year of Ascendancy at 22:02 see stats
By Ataiva the Drem Writhing One level 26
41st Dearth 122nd year of Ascendancy at 23:34 see stats
By Ataiva the Drem Writhing One level 17
13rd Profit 122nd year of Ascendancy at 21:37 see stats
By Ataiva the Drem Writhing One level 27
44th Dearth 122nd year of Ascendancy at 09:51 see stats
Log
Black Blood Bleeding from Ataiva hits Atamathon the Giant Golem for 39 darkness damage.
The protective shield of Ataiva disappears.
Ataiva no longer seems to be in sync with his ally.
--------------------------------
Ataiva casts Overgrowth.
Ataiva suddently grows.
Ataiva activates Constrict.
Atamathon the Giant Golem is constricted by a tentacle.
Atamathon the Giant Golem activates Reflective Skin.
Ataiva can barely stand!
Ataiva casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Atamathon the Giant Golem stops bleeding black blood.
Atamathon the Giant Golem reflects damage back to Ataiva!
Tentacle Constriction from Ataiva hits Atamathon the Giant Golem for 350 darkness damage.
Melee retaliation hits Ataiva for 67 physical, 187 fire (253 total damage).
Atamathon the Giant Golem hits Ataiva for 158 fire, 144 light, 188 physical, 248 darkness (737 total damage).
Ataiva deactivates Constrict.
Atamathon the Giant Golem is free from the tentacle constriction.
--------------------------------
Ataiva uses Infusion: Wild.
Ataiva can move freely once more.
Ataiva is cured!
Ataiva lessens the pain.
Ataiva casts Tendrils Eruption.
Ataiva casts Tendrils Eruption.
Atamathon the Giant Golem shrugs off the effect 'Numbing Darkness'!
Atamathon the Giant Golem resists the slimy tendril!