










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.10This 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 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 50 / 1018% |
Size | small |
Lifes / Deaths | Killed by Jozinnso the dwarf at level 11 on the 30th Haze 122nd year of Ascendancy at 20:46 / 39Killed by Isobrema the golem at level 11 on the 52nd Haze 122nd year of Ascendancy at 08:39 Killed by snow giant boulder thrower at level 19 on the 36th Pyre 123rd year of Ascendancy at 23:56 Killed by Mayuyath the cold drake hatchling at level 19 on the 38th Pyre 123rd year of Ascendancy at 13:47 Killed by Voramina the snow giant chieftain at level 20 on the 41st Pyre 123rd year of Ascendancy at 10:32 Killed by Porysewen the temporal stalker at level 21 on the 43rd Pyre 123rd year of Ascendancy at 15:32 Killed by Xymina the elven tempest at level 23 on the 71st Pyre 123rd year of Ascendancy at 09:10 Killed by Grand Corruptor at level 23 on the 72nd Pyre 123rd year of Ascendancy at 05:18 Killed by Grand Corruptor at level 23 on the 72nd Pyre 123rd year of Ascendancy at 09:20 Killed by elven corruptor at level 25 on the 10th Mirth 123rd year of Ascendancy at 19:44 Killed by elven blood mage at level 25 on the 10th Mirth 123rd year of Ascendancy at 21:41 Killed by Isedaba the skeleton magus at level 25 on the 9th Flare 123rd year of Ascendancy at 00:40 Killed by Isedaba the skeleton magus at level 25 on the 9th Flare 123rd year of Ascendancy at 02:34 Killed by Porima the bone giant at level 25 on the 9th Flare 123rd year of Ascendancy at 06:11 Killed by skeleton warrior at level 26 on the 4th Dusk 123rd year of Ascendancy at 20:30 Killed by forest wight at level 27 on the 6th Dusk 123rd year of Ascendancy at 14:33 Killed by worm that walks at level 28 on the 9th Dusk 123rd year of Ascendancy at 19:18 Killed by eldritch eye at level 28 on the 10th Dusk 123rd year of Ascendancy at 04:40 Killed by will o' the wisp at level 28 on the 10th Dusk 123rd year of Ascendancy at 08:58 Killed by Eilinikira the maulotaur at level 33 on the 77th Dusk 123rd year of Ascendancy at 22:40 Killed by orc necromancer at level 33 on the 15th Haze 123rd year of Ascendancy at 09:14 Killed by orc blood mage at level 33 on the 23rd Haze 123rd year of Ascendancy at 07:20 Killed by overpowered greater multi-hued wyrm at level 34 on the 75th Haze 123rd year of Ascendancy at 22:30 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 01:12 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 05:17 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 05:50 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 06:59 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 14:42 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 19:39 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 20:23 Killed by overpowered greater multi-hued wyrm at level 34 on the 76th Haze 123rd year of Ascendancy at 21:22 Killed by overpowered greater multi-hued wyrm at level 35 on the 76th Haze 123rd year of Ascendancy at 23:48 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Haze 123rd year of Ascendancy at 02:33 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Haze 123rd year of Ascendancy at 14:06 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Haze 123rd year of Ascendancy at 15:38 Killed by overpowered greater multi-hued wyrm at level 35 on the 77th Haze 123rd year of Ascendancy at 17:17 Killed by overpowered greater multi-hued wyrm at level 36 on the 77th Haze 123rd year of Ascendancy at 21:18 Killed by orc pyromancer at level 50 on the 47th Haze 124th year of Ascendancy at 01:14 Killed by Elandar at level 50 on the 49th Haze 124th year of Ascendancy at 17:11 |
Primary Stats
Strength | 91 (base 56) |
Dexterity | 102 (base 60) |
Constitution | 90 (base 49) |
Magic | 35 (base 10) |
Willpower | 63 (base 35) |
Cunning | 68 (base 22) |
Resources
Life | 1459/1459 |
Stamina | 320/320 |
Healing Factor | 1.4615384615385 |
Regeneration | 11.619230769231 |
Speed
Mental | -9.6589403142389E-13% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 10 |
Infravision | 10 |
See Stealth | 58.711063046311 |
See Invisible | 67.711063046311 |
Offense: Mainhand
Damage | 208 |
Accuracy | 81 |
Crit Chance | 50% |
APR | 32 |
Speed | 0.80 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Light | +24% |
Physical | +42% |
Lightning | +18% |
All | +9% |
Offense: Damage Penetration
Physical | +85% |
Lightning | +64% |
Darkness | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 94.723073231957 (100%) |
Defense | 42 |
Ranged Defense | 44 |
Fatigue | 19 |
Physical Save | 60 |
Spell Save | 34 |
Mental Save | 46 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 38%( 70%) |
Physical | + 24%( 70%) |
Cold | + 42%( 70%) |
All | + 22%( 70%) |
Darkness | + 53%( 70%) |
Light | + 12%( 70%) |
Mind | + 42%( 70%) |
Fire | + 46%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
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 physical effect and reduce all damage taken by 21% for 4 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 600 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -687 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.52 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Halfling | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Roll With It |
talent | Intuitive Shots |
talent | Chant of Fortress |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
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 failed to protect the injured seer from death by stone troll. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by orc assassin. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by master vampire. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by multi-hued drake hatchling. Escort: lost warrior (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 1299. | 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. | 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, Agrimley the hermit 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. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within1 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Crit.mult +6.00% Mov.spd +20% Res.pen +20% physical ----- def ----- Armour +9 Fatigue +3% Phys.save +6 (+2 eff.) HP.reg +0.60 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 184% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Acc +38 Apr +32 Crit +21.0% Capacity 23 Proj.spd +200% Ranged+ +30 temporal +4 darkness +4 blight +30 nature On Crit.r2 +20 darkness On Hit: * 47% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 121, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 316.20 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +3 Cun +3 Con +7 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Melee Ret 7 physical ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +4% Resists -28% light +9% nature Phys.save +9 (+2 eff.) HP.reg +4.10 Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 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 749.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +18% nature Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 115 for 7 turns Puts all charms on 15 cooldown 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +10 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Melee+ 10 bleed Ranged+ 15 bleed On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 15% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +9 Str +3 Mag +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) ---------- misc Light +3 Infravis +3 See.Invis +9 A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Crit.r2 +6 light On Hit: * 53% chance to daze at end of turn * 40% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +12 Str +23 Dex +11 Mag +12 Wil +11 Cun +12 Con dps ---------- Dmg.mod +33% physical Res.pen +44% lightning +65% physical ----- def ----- Resists +15% fire Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 11 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 10 Armour, 15 Defense and your attacks will gain 38% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Con dps ---------- Melee Ret 16 physical ----- def ----- Armour +13 Defense +2 (+0 eff.) Resists +10% cold Phys.save +6 (+2 eff.) ---------- 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. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% fire +15% cold ---------- misc Masteries +0.22 Technique/Archery training Amulets can have magical properties. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] 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: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 98.45 physical damage and 151.15 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 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 increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
![]() 0.1 T1 infusion scroll [Normal] 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 brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 275 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 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 438.18 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 ability. |
![]() 0.1 T2 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 123.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 7. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 14. 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 ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 119.90 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 11) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 19) for 25 turns. Your mind will become more receptive for 25 turns, allowing you to sense any undead around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +11% lightning Stun/Frz- +21% ---------- misc See.Invis +3 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 44 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Str ----- def ----- Resists +25% nature +14% blight Poison- +24% Disease- +26% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +24% nature +18% blight Poison- +34% Disease- +47% ---------- misc Masteries +0.40 Technique/Mobility +0.40 Wild-gift/Harmony Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +18% fire +14% cold Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.10 ---------- misc Masteries +0.25 Technique/Conditioning Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Phys.save +12 (+3 eff.) Spell.save +14 (+6 eff.) Mind.save +17 (+5 eff.) Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +16 (+4 eff.) Spell.save +13 (+6 eff.) Mind.save +17 (+5 eff.) Blind- +23% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Dex +3 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +43.00 HP.reg +1.10 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +18% fire Res.pen +15% arcane +15% fire Melee Ret 16 arcane 8 fire Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +6% lightning Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% darkness Phys.save +11 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.69 cold and 23.05 physical damage (based on Willpower) each turn and knocking opponents back. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +22% Acc +11 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Blinding Speed: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Melee+ 35 light Ranged+ 47 light On Hit (Melee): * 30% chance to blind On Hit (Ranged): * 34% chance to blind Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +25.00 Disarm- +26% Pinning- +24% Knockbk- +25% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +13% Acc +8 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Fatigue -7% ---------- misc Max.enc +20 Blinding Speed: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +14 Cun +4 Mag dps ---------- Spell.pwr +12 (+6 eff.) Melee+ 20 bleed Ranged+ 11 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% nature ----- def ----- Defense +6 (+2 eff.) Resists +30% nature Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Phys.save +10 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +9 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Phys.save +12 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 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 112% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% blight Res.pen +20% arcane +5% blight On Hit (Melee): * 10% chance to disease ----- def ----- Phys.save +10 (+3 eff.) Spell.save +20 (+8 eff.) Mind.save +15 (+5 eff.) Confus- +24% ---------- misc Max.stam +16.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 28 light Ranged+ 24 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 21% chance to blind Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Phys.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Crit.mult +28.00% Spell.pwr +6 (+3 eff.) Dmg.mod +6% light On Hit (Melee): * 33% chance to blind ----- def ----- Spell.save +12 (+6 eff.) Mind.save +20 (+6 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +3.00 Light +3 Rings can have magical properties. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 111% Melee+ +24 nature +23 temporal While equipped: Stats +7 Dex dps ---------- Acc +19 (+4 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Normal] Power 184% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Arcane Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +40 cold On Hit.r1 +8 fire On Crit.r2 +16 fire On Hit: * 45% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +8 Resists +12% lightning Mind.save +30 (+10 eff.) Confus- +20% Def/telep +16 Res/telep +16% Dur/telep +16% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 8 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 38.82 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T5 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Dmg.mod +27% physical Res.pen +30% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +15.0% Res.pen +21% physical Phasing +30% Acc +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Nature Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +16% acid +10% lightning +16% cold +12% nature +14% fire ----- def ----- Resists +10% all Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 acid On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 166% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +12 (+3 eff.) Apr +14 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +17.0% Atk.spd 100% On Hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Max.psi +40.00 Divide the mindstar in two Puts all charms on 1 cooldown 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. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+20 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 144 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 T5 trident 2H weapon [Ego+] Arcane Power 164% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Arcane/Psionic Power 166% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 blight On Hit: 10% Epidemic 5 On Hit: * 26% chance to disease * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Disease- +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 17% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +14% acid +7% nature ----- def ----- Resists +8% all HP.reg +1.70 One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.8 Pwr.cost 22 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 38% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 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 (+7 eff.) Mind.save +15 (+5 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 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 187, based on Magic) for 10 turns. Uses 15 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T5 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Mind.save +10 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +12 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +1 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.10 Max.mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+7 eff.) Mind.save +24 (+8 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 T5 cloak armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+6 eff.) ---------- misc Max.mana +78.00 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: ----- def ----- Armour +7 Defense +7 (+2 eff.) Resists +15% fire +14% light +16% cold Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +12% all ----- def ----- Defense +5 (+1 eff.) Resists +12% lightning +11% darkness +11% blight +10% fire +10% cold +11% light Phys.save +17 (+4 eff.) Spell.save +38 (+14 eff.) Mind.save +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% HP.reg +5.50 Heal.mod +17% Blindside: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +5 Fatigue +4% Disengage: Puts all charms on 11 cooldown Level 3.6 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 130% 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. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: Stats +15 Lck +6 Dex ----- def ----- Armour +5 Fatigue +5% Stealth +13 ---------- misc Stam/turn +0.80 Max.stam +36.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Con dps ---------- Mov.spd +20% ----- def ----- Armour +5 Fatigue +4% Phys.save +22 (+6 eff.) Mind.save +21 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 18 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.0 T3 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +6 Mind.save +8 (+2 eff.) Max.HP +40.00 HP.reg +2.70 ---------- misc Stam/turn +0.30 Psi/turn +0.15 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.80 ---------- misc Stam/turn +1.00 Psi/turn +0.36 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +6 (+2 eff.) ----- def ----- Armour +11 Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Resists +15% acid +14% fire +14% lightning +14% cold Crit.dmg- 10.00% Die.at -80.00 life ---------- misc Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +15% darkness +10% nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% blight +14% darkness Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. 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, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+2 eff.) Fatigue +5% Phys.save +18 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Nature While equipped: Stats +3 Str +4 Dex +13 Cun +4 Con dps ---------- Acc +9 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% Resists -34% light HP.reg +5.00 A cap made of leather. |
![]() 14.0 T5 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +10 Str +8 Mag +14 Wil +8 Cun dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +10% Phys.pwr +15 (+3 eff.) Spell.pwr +18 (+9 eff.) Mind.pwr +18 (+5 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Resists +16% lightning Mind.save +25 (+8 eff.) A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +12 Defense +5 (+1 eff.) Fatigue +8% Resists +12% acid +7% cold Mind.save +20 (+6 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Disrupt/Master While equipped: Stats +10 Str +8 Dex ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +8% Resists +20% nature +17% blight D.Red.from +14% Unnatural Phys.save +19 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +10.0% Apr +12 ----- def ----- Armour +8 Defense +17 (+5 eff.) Fatigue +8% Resists +16% light +17% darkness ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 171 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +24% Resists +6% acid +6% temporal +12% darkness +14% blight +8% cold Mind.save +13 (+4 eff.) Die.at -40.00 life HP.reg +0.20 ---------- misc Stam/turn +0.80 Light +1 Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego++] Nature/Master While equipped: Stats +9 Str +5 Wil dps ---------- Melee Ret 14 light ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +22% blight +14% physical +42% darkness ---------- misc Light +4 Track: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Master While equipped: dps ---------- Melee Ret 19 physical ----- def ----- Armour +24 Defense +9 (+2 eff.) Fatigue +19% Phys.save +12 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% On Hit (Melee): * 20% chance to disease ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +30% fire Mind.save +33 (+11 eff.) Heal/summ +56 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +7 Con dps ---------- On Melee Ret: * 27% chance to blind ----- def ----- Armour +3 Defense +27 (+8 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +18% light Proj.evade +15% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 8 cold Melee Ret 15 ice ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 72 power out of 100/100 The very essence of bearness! |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T3 arrow ammo [Rare] Nature Power 138% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Ranged+ +12 fire +16 light +12 mind On Hit.r1 +4 light On Crit.r2 +12 light +12 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Psionic Power 153% Range: 1.4x Uses 70% Dex, 50% Str Dmg Temporal Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 24 Ranged+ +8 temporal +54 physical On Hit.r1 +8 temporal On Crit.r2 +16 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 20% Wil, 60% Dex, 50% Str Dmg Mind Mastery Master Marksman Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 10% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego++] Disrupt Power 163% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 23 Ranged+ +38 manaburn arcane Against +35% Unnatural On Hit: * disrupts spell-casting On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Arcane/Psionic Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +23 blight On Hit: 10% Epidemic 4 On Hit: * 8% chance to disease * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego+] Psionic Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 17 Ranged+ +9 mind +8 darkness On Hit: * 20% chance to torment the target Arrows are used with bows to pierce your foes to death. |
![]() 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 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +25% lightning +25% fire Melee Ret 8 fire ----- def ----- Resists +15% lightning ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 72 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Cun dps ---------- Phys.crit +2.0% Dmg.mod +9% arcane ----- def ----- Armour +6 Heal.mod +20% ---------- misc Max.vim +30.00 Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 26.52 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Max.HP +73.00 ---------- misc Light -6 Infravis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +11 (+6 eff.) ----- def ----- Resists +6% blight +8% darkness ---------- misc Light +5 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 40 blight damage or heals 55 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +23% Confus- +11% ---------- misc Light +6 See.Stealth +8 See.Invis +8 Track: Puts all charms on 29 cooldown Level 5.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 46 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
![]() 3.0 T5 shot ammo [Ego] Nature Power 167% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 21 Ranged+ +16 nature +16 temporal Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns Puts all charms on 15 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 15 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70% Puts all charms on 15 cooldown 100% to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +3 acid +1 nature +3 light Talents +1 Ward Heal a target within range 8 (based on Willpower) for 137 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 60% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Inyna the Halfling Archer level 30
40th Dusk 123rd year of Ascendancy at 09:25 see stats
By Inyna the Halfling Archer level 49
2nd Haze 124th year of Ascendancy at 07:41 see stats
By Inyna the Halfling Archer level 29
13rd Dusk 123rd year of Ascendancy at 21:08 see stats
By Inyna the Halfling Archer level 33
77th Dusk 123rd year of Ascendancy at 15:17 see stats
By Inyna the Halfling Archer level 34
75th Haze 123rd year of Ascendancy at 21:57 see stats
By Inyna the Halfling Archer level 39
3rd Pyre 124th year of Ascendancy at 08:47 see stats
By Inyna the Halfling Archer level 32
73rd Dusk 123rd year of Ascendancy at 16:03 see stats
By Inyna the Halfling Archer level 42
1st Mirth 124th year of Ascendancy at 14:10 see stats
By Inyna the Halfling Archer level 43
29th Dusk 124th year of Ascendancy at 06:57 see stats
By Inyna the Halfling Archer level 10
4th Dusk 122nd year of Ascendancy at 04:18 see stats
By Inyna the Halfling Archer level 50
26th Haze 124th year of Ascendancy at 14:02 see stats
By Inyna the Halfling Archer level 31
48th Dusk 123rd year of Ascendancy at 19:11 see stats
By Inyna the Halfling Archer level 41
73rd Pyre 124th year of Ascendancy at 22:27 see stats
By Inyna the Halfling Archer level 50
34th Haze 124th year of Ascendancy at 05:31 see stats
By Inyna the Halfling Archer level 21
52nd Pyre 123rd year of Ascendancy at 06:40 see stats
By Inyna the Halfling Archer level 50
49th Haze 124th year of Ascendancy at 20:09 see stats
By Inyna the Halfling Archer level 16
47th Regrowth 123rd year of Ascendancy at 01:16 see stats
By Inyna the Halfling Archer level 23
1st Mirth 123rd year of Ascendancy at 09:18 see stats
By Inyna the Halfling Archer level 50
42nd Haze 124th year of Ascendancy at 15:17 see stats
By Inyna the Halfling Archer level 37
9th Decay 123rd year of Ascendancy at 05:31 see stats
By Inyna the Halfling Archer level 49
15th Haze 124th year of Ascendancy at 12:17 see stats
By Inyna the Halfling Archer level 17
47th Regrowth 123rd year of Ascendancy at 18:46 see stats
By Inyna the Halfling Archer level 36
77th Haze 123rd year of Ascendancy at 22:38 see stats
By Inyna the Halfling Archer level 43
41st Dusk 124th year of Ascendancy at 22:01 see stats
By Inyna the Halfling Archer level 10
4th Dusk 122nd year of Ascendancy at 04:17 see stats
By Inyna the Halfling Archer level 20
40th Pyre 123rd year of Ascendancy at 12:57 see stats
By Inyna the Halfling Archer level 30
13rd Dusk 123rd year of Ascendancy at 21:08 see stats
By Inyna the Halfling Archer level 40
11st Pyre 124th year of Ascendancy at 17:09 see stats
By Inyna the Halfling Archer level 50
25th Haze 124th year of Ascendancy at 21:32 see stats
By Inyna the Halfling Archer level 50
26th Haze 124th year of Ascendancy at 20:36 see stats
By Inyna the Halfling Archer level 47
60th Dusk 124th year of Ascendancy at 22:09 see stats
By Inyna the Halfling Archer level 10
60th Dusk 122nd year of Ascendancy at 11:10 see stats
By Inyna the Halfling Archer level 38
76th Regrowth 124th year of Ascendancy at 02:23 see stats
By Inyna the Halfling Archer level 28
11st Dusk 123rd year of Ascendancy at 09:10 see stats
By Inyna the Halfling Archer level 32
48th Dusk 123rd year of Ascendancy at 20:24 see stats
By Inyna the Halfling Archer level 50
49th Haze 124th year of Ascendancy at 20:08 see stats
By Inyna the Halfling Archer level 8
1st Summertide 122nd year of Ascendancy at 18:37 see stats
By Inyna the Halfling Archer level 50
26th Haze 124th year of Ascendancy at 18:54 see stats
By Inyna the Halfling Archer level 43
43rd Dusk 124th year of Ascendancy at 16:35 see stats
By Inyna the Halfling Archer level 6
2nd Mirth 122nd year of Ascendancy at 00:46 see stats
By Inyna the Halfling Archer level 38
46th Regrowth 124th year of Ascendancy at 10:29 see stats
By Inyna the Halfling Archer level 18
33rd Pyre 123rd year of Ascendancy at 01:24 see stats
By Inyna the Halfling Archer level 29
12nd Dusk 123rd year of Ascendancy at 17:03 see stats
By Inyna the Halfling Archer level 15
23rd Regrowth 123rd year of Ascendancy at 08:08 see stats
By Inyna the Halfling Archer level 29
13rd Dusk 123rd year of Ascendancy at 05:14 see stats
Log
Inyna picks up (T.): quick voratun greatmaul of erosion (180% power, 4 apr).
Inyna picks up (1.): mitotic living mindstar of clarity (116% power, 40 apr, nature damage).
Inyna picks up ( .): restorative pair of voratun boots of strife (0 def, 5 armour).
Inyna picks up ( .): werebeast's drakeskin leather cap of precognition (10 def, 5 armour).
Inyna picks up ( .): dispeller's elven-silk robe of power (5 def, 0 armour).
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Inyna picks up (2.): Awakened Staff of Absorption (172% power, 60 apr, fire element).
Resting starts...
Rested for 36 turns (stop reason: all resources and life at maximum).
Inyna picks up (i.): controlled phase door rune (range 9).
Inyna picks up ( .): stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour).
Inyna picks up ( .): enlightening voratun mail armour of thunder (5 def, 10 armour).
Inyna picks up ( .): scholar's pair of voratun boots of disengagement (0 def, 5 armour).
Inyna picks up ( .): drakeskin leather cap of sanctity (0 def, 5 armour).
Inyna picks up ( .): spiked voratun plate armour of implacability (9 def, 24 armour).
Inyna picks up ( .): deflecting voratun shield of radiance (27 def, 3 armour, 198 block).
Inyna picks up (2.): truestriking voratun mace of massacre (166% power, 6 apr).
Inyna picks up (2.): acidic voratun mace of projection (157% power, 6 apr).
Inyna picks up (m.): invisibility rune (power 11 for 9 turns).
Inyna picks up ( .): forceful dragonbone totem of thorny skin [power 80] (15 cooldown).
Ran for 14 turns (stop reason: interesting terrain).
Inyna deactivates Roll With It.
Inyna deactivates Concealment.
Inyna deactivates Chant of Fortress.
Inyna deactivates Aim.
Inyna deactivates Intuitive Shots.