










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.6.7Official 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.
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.7Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Items Vault 1.6.0Donators/Buyers bonus! No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Better Item Description 1.6.6This 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 Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ghoul |
Class | Archer |
Level / Exp | 50 / 1875% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 106 (base 60) |
Constitution | 64 (base 10) |
Magic | 97 (base 60) |
Willpower | 20 (base 8) |
Cunning | 73 (base 38) |
Resources
Life | 1874/1874 |
Positive | 177/177 |
Stamina | 229/229 |
Vim | 296/296 |
Healing Factor | 1.8661538461537 |
Regeneration | 114.30192307692 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +93.5% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 7 |
See Stealth | 39.511629553598 |
See Invisible | 45.511629553598 |
Offense: Mainhand
Damage | 319 |
Accuracy | 83 |
Crit Chance | 114% |
APR | 46 |
Speed | 0.91 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +29% |
Blight | +39% |
Physical | +72% |
All | +17% |
Nature | +32% |
Offense: Damage Penetration
Fire | +55% |
Temporal | +40% |
All | +25% |
Physical | +74% |
Mind | +52% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 35 (49.309173272933%) |
Defense | 83 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 59 |
Mental Save | 49 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 62%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 59%( 70%) |
All | + 35%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 59%( 70%) |
Light | + 63%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 54%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 60%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 58% |
Silence Resistance | 34% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Disarm Resistance | 70% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 34% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 6 times. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Concealment |
talent | Insidious Poison |
talent | Crippling Poison |
talent | Chant of Resistance |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 30%. 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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the injured seer from death by Borfast the Broken. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Zubolesenn the multi-hued drake hatchling. Escort: repented thief (level 3 of Old Forest) | 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 Shardskin. * 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 fire 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 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2805. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | completed |
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 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 within8 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) Res.pen +9% physical Apr +10 ----- def ----- Armour +11 Resists +9% mind Disease- +20% Silence- +34% Confus- +50% Stun/Frz- +38% Teleport- +20% Blindside: Puts all charms on 18 cooldown Level 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Random Unique] Master Power 209% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +35 Crit +44.0% Capacity 23 Proj.spd +200% Ranged+ +21 light +12 lightning On Hit.r1 +8 light On Crit.r2 +21 lightning On Crit: * Wound the target dealing 357 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +8 Con dps ---------- Phys.pwr +5 (+1 eff.) Apr +1 Melee Ret 2 physical ----- def ----- Armour +4 Defense +28 (+5 eff.) Resists +14% blight Phys.save +23 (+6 eff.) Spell.save +14 (+4 eff.) Mind.save +17 (+5 eff.) Max.HP +75.00 HP.reg +16.00 ---------- misc Stam/turn +3.16 Max.stam +10.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Dex +2 Con dps ---------- Dmg.mod +30% physical Acc +15 (+3 eff.) ----- def ----- Armour +8 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +25 (+4 eff.) ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +3.00 Light +3 Sting an enemy dealing 288 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mind.pwr +15 (+5 eff.) Melee+ 24 physical Ranged+ 27 physical Dmg.mod +10% all Res.pen +27% mind +10% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 27 On Hit (Ranged): * 20% chance to reduce all saves and defense by 27 ----- def ----- Max.HP +98.00 HP.reg +22.00 Heal.mod +19% Stun/Frz- +50% ---------- misc Psi/ret +0.04 Hate/m.crit +6.00 Max.hate +15.00 Max.psi +20.00 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +11 Dex +9 Cun +2 Con dps ---------- Dmg.mod +15% nature Res.pen +10% nature Acc +11 (+2 eff.) On Hit (Melee): * 21% chance to reduce damage dealt by 22% ----- def ----- Crit.dmg- 10.00% Max.HP +126.00 HP.reg +14.00 Heal.mod +18% Disarm- +38% Pinning- +35% Knockbk- +34% ---------- misc See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 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. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +63 fire While equipped: Stats +11 Mag dps ---------- Phys.crit +11.0% All.spd +14% Dmg.mod +18% physical +12% temporal Res.pen +15% physical +30% fire +15% temporal Acc +23 (+4 eff.) ----- def ----- Armour +4 Resists +3% acid +3% fire +3% light +6% blight Blind- +21% ---------- misc Reload +6 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +3 Dex +2 Cun +1 Con dps ---------- Phys.crit +11.0% Spell.crit +14% Mind.crit +14% Crit.mult +11.00% ----- def ----- Armour +2 Fatigue +3% Crit.dmg- 5.00% Phys.save +17 (+4 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) HP.reg +6.00 Disarm- +32% ---------- misc Stam/turn +1.30 Max.stam +27.00 Unarmed combat: Power 136% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +18.0% Atk.spd 83% Melee+ +8 physical On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 On Crit: 20% Cripple 3 Juggernaut: (Instant) Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 11 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +7 Con dps ---------- Res.pen +25% physical Melee Ret 8 physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Phys.save +10 (+3 eff.) Die.at -80.00 life Max.HP +49.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Resists +25% light +6% blight +21% darkness +20% mind +5% arcane Die.at -60.00 life Heal.mod +15% Blind- +37% Confus- +32% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Inventory
![]() 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 1130% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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 585 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 1820% for 10 turns (124 total) and instantly restoring 91 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 225 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 5 turns. 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 spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 6 times. 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. Press to compare to your current inscriptions |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 44 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +29% ---------- misc Infravis +7 Sight +2 See.Invis +8 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 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% lightning +24% fire Max.HP +30.00 Heal.mod +10% Disarm- +25% Confus- +20% Pinning- +31% Stun/Frz- +20% Knockbk- +32% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +11 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +11 (+3 eff.) Res.pen +15% arcane ----- def ----- Resists +30% cold Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +3 Wil dps ---------- Melee+ 24 physical Ranged+ 8 physical Dmg.mod +20% mind Res.pen +20% nature On Hit (Melee): * 16% chance to reduce all saves and defense by 27 On Hit (Ranged): * 18% chance to reduce all saves and defense by 27 ----- def ----- Fatigue -8% Resists +20% mind ---------- misc Max.enc +27 Psi/ret +0.08 Hate/m.crit +3.00 Max.hate +19.00 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 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +6% physical +21% fire Res.pen +25% physical Acc +25 (+5 eff.) Apr +8 ----- def ----- Armour +8 Defense +15 (+3 eff.) Resists +6% cold Phys.save +6 (+2 eff.) Die.at -93.64 life Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+2 eff.) Melee+ 9 physical Ranged+ 8 physical Dmg.mod +3% fire +6% arcane +5% all Res.pen +15% fire Acc +6 (+1 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Resists +6% fire ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Light +4 Infravis +4 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +14 (+4 eff.) Acc +15 (+3 eff.) Apr +12 ----- def ----- Defense +13 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.0 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +15% arcane Spell.save +14 (+4 eff.) ---------- misc Max.stam +27.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Melee+ 32 physical Ranged+ 22 physical Dmg.mod +10% all On Hit (Melee): * 16% chance to reduce all saves and defense by 27 On Hit (Ranged): * 20% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +3.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +6 Mag dps ---------- Melee Ret 6 blight ----- def ----- Resists +15% blight Blind- +46% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Max.vim +20.00 Infravis +8 See.Stealth +25 See.Invis +23 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Cun +10 Dex dps ---------- Dmg.mod +6% arcane +3% nature Acc +26 (+5 eff.) Apr +13 On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +17 (+3 eff.) Fatigue -10% Resists +5% arcane +9% nature ---------- misc Max.enc +32 Disengage: Puts all charms on 8 cooldown Level 2.0 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 102% Range: 1.3x Uses 45% Dex, 50% Mag, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +6 Mag +5 Wil +3 Cun +5 Con Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 176% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage While equipped: ----- def ----- Resists +28% temporal Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +8 darkness On Crit.r2 +54 acid +68 nature While equipped: Stats +20 Str +18 Dex +18 Mag +17 Wil +20 Cun +17 Con dps ---------- Phys.crit +9.0% Res.pen +27% acid +38% nature +5% darkness Acc +20 (+4 eff.) Apr +12 On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +3% lightning +6% fire +6% light +9% blight Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+8 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 137 to 274 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane Power 152% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 light Against +30% Undead On Hit: * Create an explosion dealing 99 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +29% lightning Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature/Master Power 175% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +45 lightning +45 cold While equipped: dps ---------- Mov.spd +43% Res.pen +19% lightning +23% cold Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +24% mind +25% darkness Res.pen +15% mind +15% darkness ----- def ----- Max.HP +50.00 HP.reg +1.90 ---------- misc Max.hate +9.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 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." |
![]() 5.0 T5 staff 2H weapon [Ego] Nature/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +16.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% temporal ----- def ----- Defense +15 (+3 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.86 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Nature Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ----- def ----- Armour +9 Hardiness +11% Defense +15 (+3 eff.) Phys.save +12 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 114.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +34 (+9 eff.) Melee+ 35 fire Dmg.mod +30% acid ---------- misc Max.mana +81.00 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 acid While equipped: Stats +6 Str +11 Dex +6 Mag +12 Wil +7 Cun +5 Con dps ---------- Dmg.mod +9% acid +9% arcane ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 149% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +14 Con +14 Wil dps ---------- Res.pen +15% physical Acc +21 (+4 eff.) Apr +15 ----- def ----- Max.HP +60.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 166% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +17 (+3 eff.) Apr +15 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +9% blight +1% physical +3% acid Mind.save +6 (+2 eff.) Max.HP +80.00 Disarm- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 8 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +25% physical Acc +25 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +6% darkness +6% fire +6% cold +6% lightning Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +3 Wil +3 Con dps ---------- Phys.crit +5.0% Crit.mult +5.00% Phys.pwr +4 (+0 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +3% lightning +12% nature Res.pen +25% lightning ----- def ----- Defense +3 (+0 eff.) Fatigue -7% ---------- misc Psi/ret +0.04 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 [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +2 Dex +6 Mag +10 Wil +8 Cun dps ---------- Mind.crit +6% Res.pen +10% blight ----- def ----- Defense +2 (+0 eff.) Resists +6% temporal Spell.save +8 (+2 eff.) ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Wil +6 Cun +4 Con dps ---------- Mind.crit +8% On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +3 (+0 eff.) Resists +4% physical +3% light +21% blight +6% cold +18% nature Phys.save +12 (+3 eff.) Max.HP +101.00 HP.reg +10.00 Heal.mod +19% Cut- +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +32 (+6 eff.) Resists +15% lightning +21% cold +6% nature Spell.save +16 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +40.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +5 Str +7 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +3% Dmg.mod +20% temporal +16% physical Res.pen +11% temporal +11% physical ----- def ----- Defense +20 (+4 eff.) Resists +9% acid +11% all Anom.red +13 ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +15% all Mind.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +30% darkness ----- def ----- Resists +45% darkness +15% all Mind.save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Wil dps ---------- Melee Ret 2 blight ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold ---------- misc Equi/ret +0.12 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 +4 Dex +6 Mag +6 Wil +4 Cun dps ---------- Spell.crit +5% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.60 Max.mana +52.00 Disengage: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +2 Cun +2 Con ----- def ----- Armour +1 Resists +9% acid Crit.dmg- 5.00% Phys.save +11 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +50% Confus- +33% Stun/Frz- +37% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +6 Dex +7 Cun dps ---------- Dmg.mod +9% nature Res.pen +29% nature Acc +8 (+1 eff.) Apr +11 ----- def ----- Armour +2 Resists +12% acid +9% fire +23% light +15% lightning ---------- misc Max.stam +35.11 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +11 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 20/20. Range 12 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 36% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 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 Unarmed combat: Power 147% Range: 1.4x Uses 40% Dex, 40% Cun, 60% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 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. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 72 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +2 Mag +1 Wil +7 Con dps ---------- Res.pen +15% blight ----- def ----- Armour +3 Fatigue +3% Resists +12% blight A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +12 Dex +5 Cun dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness ---------- misc Infravis +8 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +15% cold 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 763.3 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 increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +14% blight +15% darkness Spell.save +15 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +4 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 while silencing and dealing 16 light damage to everyone else who enters. The circle lasts 4 turns. 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: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +18% darkness ----- def ----- Defense +3 (+0 eff.) Resists +27% darkness ---------- misc Mana/turn +0.40 A pointy cloth hat, very wizardly... |
![]() 17.0 T5 massive armor [Ego++] Master/Psionic While equipped: Stats +7 Str +4 Cun +7 Con ----- def ----- Armour +26 Defense +13 (+2 eff.) Fatigue +22% Mind.save +25 (+8 eff.) Max.HP +100.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +67.00 HP.reg +9.00 Heal.mod +19% A suit of armour made of metal plates. |
![]() 3.0 T4 arrow ammo [Random Unique] Nature/Master Power 186% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +28 Crit +28.5% Capacity 20 Proj.spd +400% Ranged+ +4 mind +16 cold On Hit.r1 +8 mind On Hit: * 20% chance to slow global speed by 54% * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 255 physical damage On Crit: * Wound the target dealing 357 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 90% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 0 On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T4 arrow ammo [Ego+] Arcane/Master Power 172% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 23 Ranged+ +12 light Against +15% Undead On Crit: * Wound the target dealing 357 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 22 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 93.44 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str +3 Dex +3 Con dps ---------- Phys.crit +7.0% Dmg.mod +9% fire Res.pen +15% fire +15% physical Apr +14 ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 cooldown Level 4.0 Pwr.cost 19 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str +4 Cun dps ---------- Acc +10 (+2 eff.) ---------- misc Infravis +6 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. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +15 (+3 eff.) Resists +5% arcane +12% blight Die.at -40.00 life ---------- 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. |
![]() 0.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +2 Wil +5 Cun +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Melee Ret 6 fire ----- def ----- Resists +7% blight HP.reg +7.00 ---------- misc Light +10 See.Invis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +7 Mag +4 Con dps ---------- Spell.pwr +14 (+4 eff.) Res.pen +15% physical ----- def ----- Armour +6 Defense +15 (+3 eff.) Phys.save +31 (+8 eff.) Spell.save +16 (+4 eff.) Mind.save +33 (+11 eff.) ---------- misc Equi/ret +0.08 Light +7 See.Stealth +25 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 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. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Con dps ---------- Res.pen +20% physical Apr +1 Melee Ret 6 arcane ----- def ----- Defense +10 (+2 eff.) ---------- misc Mana/s.crit +2.00 Max.stam +30.00 Blast the opponent's mind dealing 480 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Resists +6% acid ---------- misc Stam/turn +2.00 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 124 lightning damage and will be dazed for 1 turn (620 total damage) Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Pyros the Ghoul Archer level 35
49th Regrowth 123rd year of Ascendancy at 01:42 see stats
By Pyros the Ghoul Archer level 50
64th Dusk 123rd year of Ascendancy at 21:43 see stats
By Pyros the Ghoul Archer level 35
46th Regrowth 123rd year of Ascendancy at 21:37 see stats
By Pyros the Ghoul Archer level 45
9th Flare 123rd year of Ascendancy at 19:13 see stats
By Pyros the Ghoul Archer level 38
14th Pyre 123rd year of Ascendancy at 23:34 see stats
By Pyros the Ghoul Archer level 12
19th Dusk 122nd year of Ascendancy at 11:43 see stats
By Pyros the Ghoul Archer level 37
59th Regrowth 123rd year of Ascendancy at 05:45 see stats
By Pyros the Ghoul Archer level 32
16th Regrowth 123rd year of Ascendancy at 09:27 see stats
By Pyros the Ghoul Archer level 25
8th Decay 122nd year of Ascendancy at 12:55 see stats
By Pyros the Ghoul Archer level 50
10th Decay 123rd year of Ascendancy at 08:47 see stats
By Pyros the Ghoul Archer level 22
73rd Haze 122nd year of Ascendancy at 07:09 see stats
By Pyros the Ghoul Archer level 34
37th Regrowth 123rd year of Ascendancy at 12:18 see stats
By Pyros the Ghoul Archer level 50
10th Haze 123rd year of Ascendancy at 12:35 see stats
By Pyros the Ghoul Archer level 22
67th Haze 122nd year of Ascendancy at 12:56 see stats
By Pyros the Ghoul Archer level 10
5th Flare 122nd year of Ascendancy at 14:05 see stats
By Pyros the Ghoul Archer level 20
43rd Haze 122nd year of Ascendancy at 20:44 see stats
By Pyros the Ghoul Archer level 30
4th Regrowth 123rd year of Ascendancy at 13:32 see stats
By Pyros the Ghoul Archer level 40
20th Pyre 123rd year of Ascendancy at 01:18 see stats
By Pyros the Ghoul Archer level 50
61st Dusk 123rd year of Ascendancy at 16:38 see stats
By Pyros the Ghoul Archer level 50
8th Haze 123rd year of Ascendancy at 12:17 see stats
By Pyros the Ghoul Archer level 16
40th Dusk 122nd year of Ascendancy at 19:26 see stats
By Pyros the Ghoul Archer level 49
53rd Dusk 123rd year of Ascendancy at 01:47 see stats
By Pyros the Ghoul Archer level 36
54th Regrowth 123rd year of Ascendancy at 20:24 see stats
By Pyros the Ghoul Archer level 25
8th Decay 122nd year of Ascendancy at 15:23 see stats
By Pyros the Ghoul Archer level 38
11st Pyre 123rd year of Ascendancy at 00:34 see stats
By Pyros the Ghoul Archer level 50
10th Decay 123rd year of Ascendancy at 08:46 see stats
By Pyros the Ghoul Archer level 9
9th Mirth 122nd year of Ascendancy at 20:03 see stats
By Pyros the Ghoul Archer level 50
8th Haze 123rd year of Ascendancy at 13:52 see stats
By Pyros the Ghoul Archer level 50
10th Decay 123rd year of Ascendancy at 08:47 see stats
By Pyros the Ghoul Archer level 9
1st Summertide 122nd year of Ascendancy at 09:14 see stats
By Pyros the Ghoul Archer level 45
9th Dusk 123rd year of Ascendancy at 19:04 see stats
By Pyros the Ghoul Archer level 40
39th Pyre 123rd year of Ascendancy at 12:06 see stats
By Pyros the Ghoul Archer level 24
77th Haze 122nd year of Ascendancy at 23:55 see stats
By Pyros the Ghoul Archer level 17
47th Dusk 122nd year of Ascendancy at 07:45 see stats
By Pyros the Ghoul Archer level 34
46th Regrowth 123rd year of Ascendancy at 15:46 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Pyros picks up (I.): infernal dragonbone vilestaff of wizardry (136% power, 6 apr, acid element).
Pyros picks up (e.): manasurge rune of the titan (regen 1820% over 10 turns; mana 91; cd 12).
Pyros picks up ( .): fortifying voratun plate armour of command (13 def, 26 armour).
Pyros picks up (F.): stormbringer's voratun mace of massacre (175% power, 6 apr).
You pickup 0.90 gold pieces.
Ran for 12 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Pyros picks up ( .): sapper's voratun pickaxe (dig speed 17 turns).
Talent Dig is ready to use.
Pyros picks up (M.): truestriking voratun waraxe of enduring (148% power, 6 apr).
Ran for 13 turns (stop reason: interesting terrain).
Pyros deactivates Aim.
Pyros deactivates Concealment.
Pyros deactivates Crippling Poison.
Pyros deactivates Trained Reactions.
Pyros deactivates Chant of Resistance.
Pyros deactivates Apply Poison.
Pyros deactivates Intuitive Shots.
Pyros deactivates Insidious Poison.