











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 23 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Khan's Inner Demon at level 21 on the 36th Haze 122nd year of Ascendancy at 01:41 3 / 3Killed by Khan's Inner Demon at level 23 on the 44th Haze 122nd year of Ascendancy at 09:46 Killed by Khan at level 23 on the 44th Haze 122nd year of Ascendancy at 09:51 |
Primary Stats
| Strength | 16 (base 15) |
| Dexterity | 19 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 88 (base 53) |
| Willpower | 23 (base 13) |
| Cunning | 44 (base 37) |
Resources
| Life | 314/314 |
| Mana | 366/366 |
| Soul | 14/14 |
| Healing Factor | 1.0000003099962 |
| Regeneration | 5.25000162748 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 37.719706428051 |
| See Invisible | 47.719706428051 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 27 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Lightning | +26% |
| Temporal | +17% |
| Darkness | +35% |
| Physical | +17% |
| Mind | +23% |
| All | +11% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +10% |
| Temporal | +5% |
| Blight | +5% |
| Physical | +15% |
| Cold | +20% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 45 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 12%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 12%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 314 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 581% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 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 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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. | 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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * You've found the needed honey tree root. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | brass lantern 'Huritodin'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% physical Acc +15 (+8 eff.) ----- def ----- Defense +5 (+2 eff.) Die.at -20.00 life Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Relgukor the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Mind.crit +1% S.pwr/crit +4 Res.pen +5% blight +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.mana +20.00 Infravis +4 See.Stealth +6 See.Invis +7 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 57% and attempts to push all creatures other than yourself out of its radius, inflicting 12.57 light damage and 15.29 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | ash wand of conjuration 'Relgalar' [power 165] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% mind +15% physical ----- def ----- Crit.dmg- 10.00% HP.reg +4.00 Blind- +10% Fire a magical bolt dealing 205 acid damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galeblood0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +15% lightning +6% temporal Melee Ret 4 cold ----- def ----- Resists +3% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | Islymina the Dazzlereaper0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +9 Mag +4 Wil dps ---------- Spell.pwr +16 (+4 eff.) Res.pen +10% light Acc +6 (+3 eff.) ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Dimtouch'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +18% acid +2% physical +3% darkness Max.HP +36.00 Blind- +10% A belt that goes around your waist. |
| In main hand | elm vilestaff 'Mayimitta' (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature 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: Stats +1 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +11 (+5 eff.) Resists +5% arcane +9% temporal Confus- +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 100.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Murkquill (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +4% acid +9% mind ----- def ----- Armour +2 Resists +5% acid +3% fire +9% nature ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eilinytha (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +23 (+6 eff.) S.pwr/crit +4 Dmg.mod +14% darkness +11% all ----- def ----- Resists +21% darkness +9% all ---------- misc Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Radhulen' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +6 Cun dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Shiverwaker0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 Dmg.mod +9% acid Res.pen +20% cold ----- def ----- Fatigue -5% Resists +3% cold Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+5 eff.) HP.reg +1.00 ---------- misc Mana/turn +0.12 Max.mana +27.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 53; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 53 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 40; cd 14)0.1 infusion scroll [Normal] 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 instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 845%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 845% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 359; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 15; cd 15)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)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. |
biting gale rune (damage 128; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 127.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1128% over 10 turns; mana 56; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1128% for 10 turns (70 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 28; cd 12)0.1 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 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 28 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cloudshear the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +5 Mag +3 Wil +2 Con dps ---------- Dmg.mod +9% lightning +6% light ----- def ----- Heal.mod +12% Cut- +50% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Radiancewrither the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% light Apr +2 Melee Ret 2 physical ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
steel ring 'Corruptionransom'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +12% acid ----- def ----- Defense +5 (+2 eff.) Resists +24% acid +3% fire +12% nature Rings make your fingers look great! |
steel ring 'Porilaith'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +12% darkness Res.pen +20% arcane ----- def ----- Resists +24% darkness Rings make your fingers look great! |
wizard's steel ring of time (+11%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Crystalline Elm vilestaff (12-15 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane A part of set. Power 12.5 - 15.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +1% Phys.pwr +12 (+6 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +10% blight +10% arcane ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Aeresevena the Murkhack (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master 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 +1 Con +1 Mag dps ---------- Spell.crit +9% Mind.crit +1% Crit.mult +27.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Airspire (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Nature 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 +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +9% nature +15% lightning Res.pen +10% lightning +10% fire +20% nature ----- def ----- Defense +9 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 134.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Hanigarek (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Master 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 Cun dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane +3% mind ----- def ----- Defense +15 (+7 eff.) Resists +6% fire Silence- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of greater warding (15-18 power, 3 apr, fire element)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 +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ----- def ----- Armour +8 Defense +7 (+3 eff.) ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal ash magestaff (15-18 power, 3 apr, cold element)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 +2% Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold Phasing +11% ----- def ----- Defense +11 (+5 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, darkness element)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 +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.15 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Relgivon the Glacierwarden (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% fire Melee Ret 8 cold ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Massive two-handed battleaxes. |
truestriking steel battleaxe (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +10 (+5 eff.) Apr +10 Massive two-handed battleaxes. |
Getilathachik the Singewrither (19-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.5% Atk.spd 100% Phasing +20% Melee+ +10 nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +25% physical ----- def ----- Resists +6% fire Massive two-handed mauls. |
Falusarin the Phoenixmonster (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 25.0 - 37.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 darkness Against +13% Living While equipped: dps ---------- Res.pen +15% fire ----- def ----- Resists +9% blight +15% darkness +5% arcane Massive two-handed mauls. |
steel greatmaul of massacre (36-54 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 36.0 - 54.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel longsword of projection (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
iron mace of evisceration (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Blunt and deadly. |
Bethayata the Festerglory (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 44% Sharp, short and deadly. |
mossy mindstar of storms (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 lightning Dmg.mod +6% lightning Res.pen +6% lightning ----- def ----- Resists +5% lightning ---------- 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. |
gifted vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Mind 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 +8 (+4 eff.) ---------- 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. |
steel steamsaw of shrapnel (12-17 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +27 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 84 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 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! |
crackling dwarven-steel steamsaw of enduring (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego++] Arcane/Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +6 Wil +5 Con dps ---------- Melee Ret 1 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +10% lightning Max.HP +33.00 ---------- 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! |
caustic ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +14 acid +11 nature While equipped: dps ---------- Res.pen +12% acid +14% nature Apr +12 Longbows are used to shoot arrows at your foes. |
stormbringer's ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +15 lightning +23 cold While equipped: dps ---------- Mov.spd +36% Res.pen +12% lightning +15% cold +12% all Acc +8 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
stormbringer's cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning On Crit.r2 +14 lightning +7 cold While equipped: dps ---------- Mov.spd +30% Dmg.mod +10% lightning Res.pen +7% lightning +12% cold Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows of erosion (15/15, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 15 Ranged+ +11 nature Arrows are used with bows to pierce your foes to death. |
arcing pouch of steel shots of vileness (17/17, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 106 damage Shots are used with slings to pummel your foes to death. |
steel shield of the stars (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +3 Mag dps ---------- Dmg.mod +12% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.94 to 43.68 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe of time (+14%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% temporal ----- def ----- Resists +9% all +14% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
rejuvenating hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +6% mind Mind.save +10 (+5 eff.) HP.reg +4.40 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% blight +13% darkness ---------- misc Light +1 A suit of armour made of mail. |
Aninarihor (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +12% lightning +6% physical +12% temporal +3% acid Phys.save +12 (+6 eff.) Stun/Frz- +10% A suit of armour made of metal plates. |
Falodas the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +22% Resists +19% acid +5% physical +5% arcane Phys.save +13 (+7 eff.) Spell.save +18 (+6 eff.) A suit of armour made of metal plates. |
Torchsmash the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +9% blight +3% temporal +3% mind Phys.save +7 (+4 eff.) A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +7% cold HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Airgasher the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +18% blight Res.pen +10% lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Max.HP +93.00 Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getira (0 def, 9 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind Melee Ret 8 mind ----- def ----- Armour +9 Resists +6% lightning +6% temporal +3% darkness Crit.dmg- 5.00% Poison- +10% Silence- +10% A pair of boots made of leather. |
Nimbustide (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +3% lightning Melee Ret 4 lightning ----- def ----- Armour +1 Mind.save +12 (+6 eff.) Silence- +22% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. |
restorative pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +2.00 Heal.mod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness 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. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane 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. |
spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +5% arcane ---------- misc Mana/turn +0.16 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. |
iron gauntlets 'Singewarden' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +6% fire Res.pen +20% nature Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Fatigue +1% Resists +24% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +5 (+3 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Xywyn' (1 def, 2 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness Acc +10 (+5 eff.) Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +15% darkness +3% blight Heal.mod +5% ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Furnacewisp the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Wil dps ---------- Dmg.mod +12% mind +12% fire Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 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. |
8 citrine0.0 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. |
8 zircon0.0 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. |
3 aquamarine0.0 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. |
4 opal0.0 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. |
333 alchemist agate0.0 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. |
brass lantern2.0 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. |
brass lantern 'Viperhash'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +9% darkness Phys.save +7 (+4 eff.) Heal.mod +12% ---------- 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +5 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glowstrike [power 115] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Apr +6 ----- def ----- Armour +4 Defense +20 (+10 eff.) Resists +6% light Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 135 physical damage Puts all charms on 13 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
Taintsnake the steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% nature Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Khan the Higher Necromancer level 22
43rd Haze 122nd year of Ascendancy at 02:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Khan the Higher Necromancer level 10
25th Dusk 122nd year of Ascendancy at 13:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Khan the Higher Necromancer level 20
22nd Haze 122nd year of Ascendancy at 18:49 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Khan the Higher Necromancer level 7
22nd Dusk 122nd year of Ascendancy at 22:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Khan the Higher Necromancer level 11
28th Dusk 122nd year of Ascendancy at 19:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Khan the Higher Necromancer level 17
57th Dusk 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Khan the Higher Necromancer level 17
54th Dusk 122nd year of Ascendancy at 01:09 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Khan the Higher Necromancer level 23
44th Haze 122nd year of Ascendancy at 09:51 see stats
Log
Khan casts Invoke Darkness.
Khan's spell attains critical power!
Khan is surging arcane power.
Khan hits Zubyrebeth the rogue for 314 darkness damage.
Zubyrebeth the rogue uses Psyshot.
Melee retaliation hits Zubyrebeth the rogue for 4 mind, 5 cold (10 total damage).
Zubyrebeth the rogue's Psyshot hits Khan for 66 mind, 7 fire, 8 fire (81 total damage).
Zubyrebeth the rogue hits Khan for 17 nature, 8 lightning, 3 physical, 4 cold, 2 acid, 2 fire (36 total damage).
Khan's Inner Demon's desolate waste area effect hits Khan for 13 cold damage.
Khan's Inner Demon's desolate waste area effect hits Khan for 13 cold damage.
Khan's Inner Demon's desolate waste area effect hits Khan for 13 cold damage.
Khan's desolate waste area effect hits Khan's Inner Demon for 16 cold damage.
Khan's desolate waste area effect hits Khan's Inner Demon for 16 cold damage.
Khan is no longer suffering from insomnia.
Khan's Inner Demon is no longer suffering from insomnia.
Impending Doom from Khan's Inner Demon hits Khan for 0 cold, 0 darkness (0 total damage).
Khan's Inner Demon unleashes a blast of frostdusk as he crosses the veil!
Khan's Inner Demon hits Khan for 69 cold damage.
Khan the level 23 higher necromancer was cooled to death by a Khan's Inner Demon on level 2 of The Maze.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Khan's Inner Demon killed Khan!
Saving game...
Talent Ghost Walk is ready to use.
Talent Invoke Darkness is ready to use.
Khan unleashes a blast of frostdusk as he crosses the veil!
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!































































































































