
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Archmage |
Level / Exp | 22 / 33% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 21 on the 42nd Dusk 122nd year of Ascendancy at 22:20 / 2Killed by Belada the Guardian at level 22 on the 62nd Haze 122nd year of Ascendancy at 19:04 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 12 (base 10) |
Magic | 56 (base 51) |
Willpower | 52 (base 43) |
Cunning | 18 (base 11) |
Resources
Life | -270/261 |
Mana | 198/611 |
Healing Factor | 1.1191526171258 |
Regeneration | 11.47131432554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 5 |
See Stealth | 7 |
See Invisible | 12 |
Offense: Mainhand
Damage | 20 |
Accuracy | 22 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +29% |
Arcane | +27% |
Cold | +8% |
All | 0% |
Lightning | +15% |
Light | +3% |
Temporal | +12% |
Fire | +19% |
Physical | +19% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +5% |
Fire | +5% |
Light | +15% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 36 |
Mental Save | 36 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 22%( 70%) |
All | + 9%( 70%) |
Lightning | + 12%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 22%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 10% |
Stun Resistance | 41% |
Pinning Resistance | 0% |
Disarm Resistance | 10% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (149 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -437 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 873 life, 14 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. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by WinnerWinner. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
You failed to protect the repented thief from death by WinnerWinner. Escort: repented thief (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +7 Resists +1% physical Stealth +6 Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Dmg.mod +3% fire Res.pen +5% physical ----- def ----- Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +12% temporal +15% arcane +3% light Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Resists +6% darkness +12% temporal ---------- misc Mana/turn +1.20 Mana/ret +1.20 Max.mana +75.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Resists +3% nature Spell.save +12 (+5 eff.) Mind.save +9 (+4 eff.) Die.at -40.00 life Silence- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +12% arcane +6% temporal HP.reg +6.00 Disease- +10% Cut- +10% Disarm- +10% Stun/Frz- +41% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Cun +1 Con ----- def ----- Max.HP +33.00 ---------- misc Infravis +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +15% lightning +18% acid Melee Ret 2 acid ---------- misc Mana/turn +0.12 Max.mana +79.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid +1% physical +5% arcane +3% lightning HP.reg +4.00 Heal.mod +10% Poison- +20% 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. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +7% physical +7% fire +8% cold ----- def ----- Resists +11% acid +11% physical +11% fire +14% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +5% darkness Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Lck dps ---------- Dmg.mod +9% fire Res.pen +5% fire Acc +7 (+4 eff.) Melee Ret 2 fire ----- def ----- Defense +7 (+3 eff.) Resists +3% blight +3% fire +6% physical Unseen.red 12% Blind- +10% ---------- misc Stam/turn +0.20 Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
Inventory
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 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 [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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 38% faster, and you are invisible (power 15). 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Dex dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +3% nature Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con dps ---------- Acc +7 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Resists +6% acid Crit.chn- 5.00% HP.reg +2.00 Blind- +23% Stun/Frz- +23% ---------- misc Light +3 Infravis +4 See.Stealth +8 See.Invis +6 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +24% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+4 eff.) Apr +7 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +26% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Disrupt Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +6 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Crit.r2 +20 light On Hit: * 20% chance to reduce armor by 32% * 12% chance to reduce strength, dexterity, and constitution by 22 While equipped: dps ---------- Melee Ret 4 light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +3% blight Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Disrupt Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Dmg.mod +10% physical Res.pen +14% physical Acc +32 (+16 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Res.pen +25% mind +10% nature +7% all Acc +11 (+6 eff.) Apr +7 Melee Ret 6 temporal ----- def ----- Mind.save +6 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +8% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Wil dps ---------- Phys.crit +10.0% Spell.crit +2% Crit.mult +17.00% Dmg.mod +12% lightning +3% arcane Apr +7 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +14.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +3 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +5% physical Res.pen +8% physical ----- def ----- Resists +5% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 9 physical 5 mind 6 darkness Dmg.mod +11% physical +4% mind +3% darkness Res.pen +7% physical ----- def ----- Resists +8% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str +6 Dex +5 Mag +5 Wil +4 Cun +5 Con dps ---------- Res.pen +6% all Acc +10 (+5 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- HP.reg +4.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +20% cold ----- def ----- Resists +6% acid +6% nature +5% arcane +3% lightning Die.at -80.00 life HP.reg +4.60 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +16 (+6 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Vim/s.crit +2.00 Max.vim +15.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 19.84 to 23.81 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Psionic/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue +8% Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Psionic/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +13% physical Shield.near.proj +41 Proj.slow +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 lightning On Hit: * 16 arcane resource burn While equipped: ----- def ----- Resists +18% fire Crit.chn- 15.00% ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+6 eff.) One-handed war axes. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% acid +13% cold +6% darkness 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 +1 Str +1 Con ----- def ----- Defense +2 (+1 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 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +6% blight +11% all Max.HP +61.00 HP.reg +1.50 Heal.mod +19% ---------- misc Mana/turn +0.15 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +12% physical Res.pen +10% darkness Melee Ret 2 fire ----- def ----- Resists +12% physical +9% light +7% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 32% * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +6% acid +7% all Phys.save +16 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire Mind.save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.pwr +25 (+10 eff.) Melee Ret 6 blight ----- def ----- Armour +4 Fatigue -4% Phys.save +7 (+7 eff.) Mind.save +9 (+4 eff.) ---------- misc Max.enc +31 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 [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Res.pen +10% cold Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Resists +12% mind Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.31 Max.mana +29.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% arcane Res.pen +15% arcane Apr +1 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +3 Resists +8% lightning +8% temporal ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +5% cold Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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 [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +3% Resists +7% fire +8% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +5 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal A pair of boots made of leather. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+4 eff.) Acc +7 (+4 eff.) Apr +8 ----- def ----- Armour +2 Resists +5% blight Spell.save +10 (+4 eff.) 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +3% Melee Ret 6 mind ----- def ----- Armour +8 Fatigue +4% Resists +12% darkness +11% cold Die.at -40.00 life Disarm- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +5% arcane +6% blight HP.reg +4.00 Heal.mod +20% Blind- +10% Pinning- +20% ---------- misc Stam/ret +1.30 Equi/ret +1.80 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +20 (+15 eff.) Dmg.mod +12% nature +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +1% physical +15% cold ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +10% blight +8% arcane Res.pen +15% nature Melee Ret 4 acid 4 nature On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold Phys.save +11 (+11 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.crit +2.0% Acc +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +3% Resists +7% lightning +9% temporal +11% light +13% darkness Cut- +20% Silence- +20% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.0 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.0 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind Res.pen +15% mind Melee Ret 10 fire ----- def ----- Defense +2 (+1 eff.) Resists +15% mind ---------- misc Psi/turn +0.18 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +12% cold Res.pen +10% light Melee Ret 4 light ----- def ----- Armour +3 Fatigue +3% Resists +12% light +6% darkness Mind.save +8 (+4 eff.) ---------- misc Light +4 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +1 Cun +5 Con dps ---------- Crit.mult +30.00% Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +3% ---------- misc Hate/m.crit +1.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical Res.pen +5% acid Acc +10 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +1.00 Max.stam +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% lightning +3% temporal +6% blight A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +12 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Random Unique] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +10% acid +8% cold +9% fire Spell.save +6 (+3 eff.) Max.HP +23.00 HP.reg +6.70 Heal.mod +11% Cut- +20% ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +25.00 Poison- +10% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Disrupt/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+6 eff.) ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% nature +12% blight A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +18% acid +12% nature +13% blight A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% blight +7% physical +12% nature Phys.save +13 (+12 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +16 (+13 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% light +13% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +15 Defense +9 (+4 eff.) Fatigue +8% Resists +9% acid +7% cold +11% fire +16% physical ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +13% blight +12% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 14 Ranged+ +8 mind On Hit.r1 +20 acid +20 temporal On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Crit.mult +5.00% Dmg.mod +9% mind +6% fire Melee Ret 8 physical ----- def ----- Fatigue -6% Resists +3% mind ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Mag +2 Wil dps ---------- Dmg.mod +8% nature ----- def ----- Resists +12% nature +6% temporal Crit.chn- 15.00% Spell.save +9 (+4 eff.) Stun/Frz- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% nature +6% acid Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +12 Phys.save +6 (+6 eff.) Die.at -20.00 life Heal.mod +13% Poison- +10% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Dex +5 Mag +2 Wil dps ---------- Mind.crit +6% ---------- misc Max.hate +4.00 Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 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 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% cold Res.pen +10% temporal ----- def ----- Resists +12% mind +12% cold Fire a magical bolt dealing 232 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 13% 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 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% nature Res.pen +25% nature ---------- misc Wards +4 acid +3 cold +4 nature +3 darkness Talents +1 Ward Fire a magical bolt dealing 290 acid damage Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By WinnerWinner the Doomelf Archmage level 6
78th Pyre 122nd year of Ascendancy at 00:15 see stats
By WinnerWinner the Doomelf Archmage level 10
6th Mirth 122nd year of Ascendancy at 20:17 see stats
By WinnerWinner the Doomelf Archmage level 20
34th Dusk 122nd year of Ascendancy at 18:31 see stats
By WinnerWinner the Doomelf Archmage level 21
43rd Dusk 122nd year of Ascendancy at 01:02 see stats
By WinnerWinner the Doomelf Archmage level 18
24th Dusk 122nd year of Ascendancy at 00:55 see stats
By WinnerWinner the Doomelf Archmage level 11
8th Mirth 122nd year of Ascendancy at 08:35 see stats
By WinnerWinner the Doomelf Archmage level 14
9th Flare 122nd year of Ascendancy at 13:11 see stats
By WinnerWinner the Doomelf Archmage level 15
5th Dusk 122nd year of Ascendancy at 18:34 see stats
By WinnerWinner the Doomelf Archmage level 21
42nd Dusk 122nd year of Ascendancy at 22:20 see stats
Log
Thunderstorm hits Belada the Guardian for 3 lightning damage.
Burning from Belada the Guardian hits WinnerWinner for 12 fire damage.
Belada the Guardian uses Overcharge Saws.
Belada the Guardian overcharges saw motors.
Belada the Guardian activates Tempest of Metal.
WinnerWinner's arcane area effect hits Belada the Guardian for 123 arcane damage.
WinnerWinner casts Rune: Manasurge.
WinnerWinner starts to surge mana.
Belada the Guardian leeches life from WinnerWinner!
Belada the Guardian receives 15 healing from WinnerWinner.
Thunderstorm hits Belada the Guardian for 15 lightning damage.
Burning from Belada the Guardian hits WinnerWinner for 12 fire damage.
Belada the Guardian shrugs off WinnerWinner's 'Dazed'!
Belada the Guardian performs a melee critical strike against WinnerWinner!
WinnerWinner starts to bleed.
Tempest of Metal performs a melee critical strike against WinnerWinner!
Your corruption explodes around Belada the Guardian!
Belada the Guardian leeches life from WinnerWinner!
WinnerWinner's arcane area effect hits Belada the Guardian for 106 arcane damage.
Corruption of the Doomed hits Belada the Guardian for 23 darkness damage.
WinnerWinner hits Belada the Guardian for 145 healing, 50 healing, 10 healing, 6 healing, 44 healing, 2 healing (0 total damage) [257 healing].
Melee retaliation hits Belada the Guardian for 0 acid, 0 fire, 0 acid, 0 fire, 0 acid, 0 fire, 0 acid, 0 fire (0 total damage).
Belada the Guardian hits WinnerWinner for 117 physical, 40 fire, 8 cold, 5 nature, 46 physical, 40 fire, (8 ignored), 0 cold, (5 ignored), 0 nature (257 total damage).
Tempest of Metal hits WinnerWinner for 35 physical, 40 fire, 8 cold, 5 nature, 13 physical, 40 fire, 8 cold, 5 nature (155 total damage).
Talent Lightning is ready to use.
Burning from Belada the Guardian hits WinnerWinner for 58 fire damage.
Bleeding from Belada the Guardian hits WinnerWinner for 18 physical damage.
WinnerWinner the level 22 doomelf archmage was battered to death by Belada the Guardian on level 1 of Ruined Dungeon.
The furious lightning storm around WinnerWinner calms down and disappears.