








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! 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 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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:
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 | Skeleton |
Class | Brawler |
Level / Exp | 50 / 1562% |
Size | huge |
Lifes / Deaths | Killed by Xanalenn the orc high pyromancer at level 46 on the 5th Decay 123rd year of Ascendancy at 20:47 6 / 1 |
Primary Stats
Strength | 136 (base 60) |
Dexterity | 107 (base 63) |
Constitution | 94 (base 41) |
Magic | 31 (base 10) |
Willpower | 24 (base 12) |
Cunning | 98 (base 64) |
Resources
Life | 2127/2127 |
Mana | 444/444 |
Stamina | 212/212 |
Healing Factor | 1.6272727272727 |
Regeneration | 13.425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20.876854394996 |
Infravision | 5 |
See Stealth | 90.519345751312 |
See Invisible | 87.519345751312 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 170 |
Accuracy | 84 |
Crit Chance | 105% |
APR | 49 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Light | +43% |
Temporal | +57% |
Mind | +36% |
Physical | +55% |
Cold | +36% |
All | +27% |
Offense: Damage Penetration
Blight | +35% |
Physical | +55% |
Temporal | +38% |
All | +25% |
Defense: Base
Armour (hardiness) | 42 (49.309173272933%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 32 |
Mental Save | 51 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Darkness | + 47%( 70%) |
Light | + 41%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 38%( 70%) |
Lightning | + 63%( 70%) |
Fire | + 43%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 75% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 76% |
Disarm Resistance | 38% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 41% |
Inscriptions (5/5)
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: 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 233 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 13 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 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 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength 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 184 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 7 times. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.80 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.60 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Trained Reactions |
talent | Exploit Weakness |
talent | Premonition |
talent | Chant of Fortitude |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Islalravena the cave troll. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Ce'Nyrewyn the wolf. Escort: worried loremaster (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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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: 2530. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. Ungrol of Last Hope has completed an elixir of stoneskin 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 within4 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 | ![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Master While equipped: Stats +8 Str +4 Dex +4 Wil +8 Cun +4 Con dps ---------- Phys.crit +13.0% Spell.crit +13% Mind.crit +14% Crit.mult +11.00% Dmg.mod +9% mind Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +3% nature Phys.save +11 (+3 eff.) Disarm- +38% ---------- misc Max.psi +40.00 Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +9 Crit +27.0% Atk.spd 100% On Hit: 10% Disarm 3 On Hit: 10% Set Up 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +15 Str dps ---------- Phys.crit +4.0% Acc +34 (+7 eff.) On Hit (Melee): * 23% chance to slow global speed by 51% ----- def ----- Armour +10 Defense +25 (+5 eff.) Resists +12% acid Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Die.at -80.00 life Max.HP +60.00 HP.reg +4.00 Stun/Frz- +35% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +9 Cun +8 Con dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +9% physical ----- def ----- Defense +20 (+4 eff.) Fatigue -7% Resists +18% lightning +9% cold +5% arcane Max.HP +60.00 HP.reg +4.00 Heal.mod +15% Confus- +20% Stun/Frz- +42% ---------- misc Stam/turn +1.50 Amulets can have magical properties. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Crit.mult +20.00% Spell.pwr +44 (+14 eff.) Dmg.mod +20% physical +6% light +9% cold +30% temporal +20% all Res.pen +13% temporal +15% physical ----- def ----- Resists +6% darkness +6% cold +6% light +15% all Anom.red +16 ---------- misc Mana/turn +0.40 Equi/ret +0.04 Max.mana +100.00 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +10% blight ----- def ----- Resists +3% nature +15% cold Crit.dmg- 10.00% Mind.save +9 (+3 eff.) Max.HP +79.00 Blind- +46% Cut- +10% Confus- +25% Teleport- +21% ---------- misc Light +8 See.Stealth +46 See.Invis +43 Track: Puts all charms on 36 cooldown Level 3.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Crit.mult +15.00% Dmg.mod +9% physical Res.pen +15% physical Apr +3 ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +10% acid +10% fire +10% lightning +33% cold Phys.save +12 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Spell.crit +1% Crit.mult +5.00% Phys.pwr +24 (+5 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +14% lightning +15% temporal +2% physical Phys.save +13 (+3 eff.) Spell.save +13 (+6 eff.) Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +10.00 Size +2 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 255 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 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 54% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 462 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 45 up to 3 times. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% light Res.pen +5% nature Melee Ret 2 lightning ----- def ----- Resists +10% mind Confus- +22% ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +8 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning Res.pen +10% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Fatigue -7% Resists +6% lightning +20% light +19% darkness HP.reg +3.00 Heal.mod +19% Blind- +35% Cut- +70% ---------- misc Stam/turn +1.10 Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 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 can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Dmg.mod +6% physical Melee Ret 10 cold ----- def ----- Defense +30 (+6 eff.) Resists +20% light +19% darkness Blind- +36% ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +40% Stun/Frz- +21% Heal: Puts all charms on 32 cooldown Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 263 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Lck dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Unseen.red 15% ---------- misc Masteries +0.25 Technique/Combat techniques +0.25 Cunning/Tactical Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% light +11% darkness Blind- +23% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +36% ---------- misc Infravis +8 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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] Arcane While equipped: Stats +4 Dex +5 Mag +5 Wil dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+2 eff.) Res.pen +15% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 51% ---------- misc Max.stam +30.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 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 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +4 Wil dps ---------- Acc +15 (+3 eff.) Melee Ret 4 acid ----- def ----- Armour +4 Resists +6% acid HP.reg +5.00 Stun/Frz- +32% ---------- misc Stam/turn +2.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +18 Mag +8 Wil dps ---------- Spell.pwr +15 (+5 eff.) Melee+ 25 light Ranged+ 30 light Dmg.mod +20% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Spell.save +10 (+5 eff.) ---------- misc Max.stam +16.00 Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 172% 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 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Cun +8 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +19% darkness +9% arcane Res.pen +5% arcane Melee Ret 2 arcane 4 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +27% acid +38% darkness +22% fire +25% cold +30% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Spell.save +4 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +9 Wil +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +15 (+5 eff.) Res.pen +12% physical ----- def ----- Disarm- +31% Sharp, long, and deadly. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% 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 (+15 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 180 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 Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% 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% Spell.pwr +22 (+7 eff.) Dmg.mod +30% arcane Phasing +30% ----- def ----- Defense +25 (+5 eff.) Shield.pwr +19% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +15 Con +13 Wil dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Max.HP +110.00 Disarm- +43% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Res.pen +15% physical ----- def ----- Disarm- +27% One-handed war axes. |
![]() 1.0 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. |
![]() 1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +6 Dex +3 Mag dps ---------- Dmg.mod +9% fire ----- def ----- Resists +18% acid +23% fire +17% lightning +19% cold Max.HP +65.00 ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +7 Defense +6 (+1 eff.) Phys.save +15 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +11 Mag dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Spell.save +15 (+7 eff.) ---------- misc Mana/turn +0.60 Max.mana +58.00 Size +1 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 (+5 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 9 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 41 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 T5 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Melee Ret 10 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +3 (+0 eff.) Fatigue -7% Resists +21% acid +9% light +18% fire +9% darkness +12% lightning 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 [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% physical ----- def ----- Defense +12 (+2 eff.) Phys.save +7 (+2 eff.) Die.at -40.00 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 [Ego] Arcane/Master While equipped: Stats +4 Mag +3 Wil ----- def ----- Defense +18 (+3 eff.) Phys.save +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% lightning +14% cold Heal.mod +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 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 45 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +8 Mag +8 Wil dps ---------- Dmg.mod +60% lightning +22% physical +30% cold ----- def ----- Resists +59% lightning +15% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +13% lightning +12% temporal ---------- misc Stam/turn +1.30 Max.stam +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +4% ---------- misc Stam/turn +1.00 Max.stam +35.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 23 cooldown Level 1.6 Pwr.cost 23 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. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego++] Nature/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue +4% HP.reg +11.00 Heal.mod +20% Blindside: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 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 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 131% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 18 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.72 mind and 18.41 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 16. Terrified: Deals 4.76 mind and 4.45 darkness damage per turn and increases cooldowns by 27%. Haunted: Causes the target to suffer 7.80 mind and 7.28 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 3 On Hit: 15% Nova 2 On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor [Ego++] Master While equipped: Stats +7 Str +4 Dex +3 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+3 eff.) Disarm- +31% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 134% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +22.0% Atk.spd 100% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +17 Dex +3 Con dps ---------- Dmg.mod +18% physical Res.pen +20% physical ----- def ----- Armour +15 Defense +15 (+3 eff.) Fatigue +5% ---------- misc Max.stam +31.03 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +7 Wil +5 Cun dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +12% lightning Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +13% physical +6% fire +5% arcane +10% temporal Phys.save +13 (+3 eff.) Knockbk- +21% A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun dps ---------- Spell.crit +1% Dmg.mod +3% lightning +11% temporal +14% light +6% blight +14% physical +15% darkness Res.pen +20% lightning Melee Ret 4 arcane ----- def ----- Defense +3 (+0 eff.) Mind.save +11 (+4 eff.) ---------- misc Equi/ret +2.40 Psi/ret +2.00 Hate/ret +2.90 Mana/s.crit +2.07 Vim/s.crit +2.07 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Fatigue +5% Resists +14% lightning +15% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +24% cold ---------- misc Breathe water 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 ---------- Dmg.mod +7% darkness +15% temporal +15% light +15% physical ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Dex +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +14% blight Mind.save +13 (+4 eff.) A cap made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 17.0 T5 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +80.00 HP.reg +10.00 Heal.mod +20% A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 3.0 T5 arrow ammo [Ego++] Master/Psionic Power 187% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 24 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 318 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 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 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 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 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 67.71 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 23 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 126.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 126.42 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 259.08 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Dmg.mod +15% blight +15% physical Res.pen +25% arcane Phasing +20% Melee Ret 21 fire ----- def ----- Armour +4 Resists +6% nature +8% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 9 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. |
![]() 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 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 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 81% of the healing done. This effect scales with your Magic stat.. Uses 68 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 10 nature ----- def ----- Resists +9% temporal Crit.dmg- 10.00% Die.at -80.00 life Disarm- +20% Stun/Frz- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +11 Mag +3 Con dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Resists +24% cold ---------- misc See.Invis +24 Blast the opponent's mind dealing 483 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Str +3 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Resists +6% cold ---------- misc Psi/ret +0.32 Hate/m.crit +5.00 See.Invis +9 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 23 cooldown 100% to heal for 54. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Apr +3 Melee Ret 4 cold ----- def ----- Resists +3% physical Crit.dmg- 15.00% HP.reg +4.00 Stun/Frz- +20% ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 23 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Str +8 Mag +3 Cun dps ---------- Crit.mult +21.07% Res.pen +25% light ----- def ----- Resists +9% darkness ---------- misc Infravis +3 See.Invis +12 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% physical Apr +5 ----- def ----- Armour +10 Resists +15% mind +6% fire Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 542 physical damage Puts all charms on 14 cooldown 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% darkness +9% blight Res.pen +25% blight Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% darkness +9% blight Sting an enemy dealing 551 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% darkness +5% arcane Spell.save +9 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 386 Base Damage: 178 Armor: 13 All Resist: 1 Puts all charms on 23 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +4% Melee Ret 4 lightning ----- def ----- Resists +15% lightning ---------- misc Max.psi +20.00 Sting an enemy dealing 376 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to reduce fatigue by 38% for 2 turns. 100% to increase all damage by 17% for 2 turns. 100% to heal for 78. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +10 Dex dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +18% physical ----- def ----- Phys.save +18 (+5 eff.) ---------- misc Stam/turn +3.00 Sting an enemy dealing 711 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +2 Str +4 Dex +5 Wil +2 Con ---------- misc See.Invis +6 Harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70% Puts all charms on 18 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to heal for 85. 100% to increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 14 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 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 T3 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Wards +3 blight +3 temporal +4 nature +2 mind Talents +2 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (292 total damage) Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +6% blight +3% darkness +3% mind Silence- +20% Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 24% for 2 turns. 100% to reduce fatigue by 56% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +3% blight +6% lightning ---------- misc Wards +4 blight +3 cold +4 mind +4 fire Talents +1 Ward Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% physical ----- def ----- Crit.dmg- 15.00% Spell.save +15 (+7 eff.) Disease- +20% ---------- misc Max.stam +30.00 Reveal the area around you, dispelling darkness (radius 13, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 14 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) ---------- misc Stam/turn +3.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 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 27 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 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 Eien the Skeleton Brawler level 35
47th Regrowth 123rd year of Ascendancy at 05:59 see stats
By Pyros Eien the Skeleton Brawler level 41
41st Dusk 123rd year of Ascendancy at 17:18 see stats
By Pyros Eien the Skeleton Brawler level 35
43rd Regrowth 123rd year of Ascendancy at 21:48 see stats
By Pyros Eien the Skeleton Brawler level 44
80th Haze 123rd year of Ascendancy at 01:41 see stats
By Pyros Eien the Skeleton Brawler level 38
65th Pyre 123rd year of Ascendancy at 08:59 see stats
By Pyros Eien the Skeleton Brawler level 33
39th Regrowth 123rd year of Ascendancy at 21:04 see stats
By Pyros Eien the Skeleton Brawler level 8
50th Dusk 122nd year of Ascendancy at 16:29 see stats
By Pyros Eien the Skeleton Brawler level 37
61st Pyre 123rd year of Ascendancy at 20:02 see stats
By Pyros Eien the Skeleton Brawler level 32
37th Regrowth 123rd year of Ascendancy at 21:36 see stats
By Pyros Eien the Skeleton Brawler level 50
71st Pyre 124th year of Ascendancy at 11:47 see stats
By Pyros Eien the Skeleton Brawler level 20
46th Haze 122nd year of Ascendancy at 04:34 see stats
By Pyros Eien the Skeleton Brawler level 29
20th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Pyros Eien the Skeleton Brawler level 50
67th Pyre 124th year of Ascendancy at 20:34 see stats
By Pyros Eien the Skeleton Brawler level 25
7th Decay 122nd year of Ascendancy at 08:49 see stats
By Pyros Eien the Skeleton Brawler level 10
69th Dusk 122nd year of Ascendancy at 16:23 see stats
By Pyros Eien the Skeleton Brawler level 20
45th Haze 122nd year of Ascendancy at 13:27 see stats
By Pyros Eien the Skeleton Brawler level 30
28th Regrowth 123rd year of Ascendancy at 00:00 see stats
By Pyros Eien the Skeleton Brawler level 40
10th Mirth 123rd year of Ascendancy at 07:17 see stats
By Pyros Eien the Skeleton Brawler level 50
57th Regrowth 124th year of Ascendancy at 21:27 see stats
By Pyros Eien the Skeleton Brawler level 44
38th Haze 123rd year of Ascendancy at 21:52 see stats
By Pyros Eien the Skeleton Brawler level 50
75th Regrowth 124th year of Ascendancy at 05:40 see stats
By Pyros Eien the Skeleton Brawler level 28
10th Regrowth 123rd year of Ascendancy at 22:12 see stats
By Pyros Eien the Skeleton Brawler level 47
31st Regrowth 124th year of Ascendancy at 04:26 see stats
By Pyros Eien the Skeleton Brawler level 43
70th Dusk 123rd year of Ascendancy at 01:12 see stats
By Pyros Eien the Skeleton Brawler level 18
35th Haze 122nd year of Ascendancy at 19:20 see stats
By Pyros Eien the Skeleton Brawler level 37
61st Pyre 123rd year of Ascendancy at 21:57 see stats
By Pyros Eien the Skeleton Brawler level 50
71st Pyre 124th year of Ascendancy at 11:45 see stats
By Pyros Eien the Skeleton Brawler level 41
41st Dusk 123rd year of Ascendancy at 17:18 see stats
By Pyros Eien the Skeleton Brawler level 8
8th Mirth 122nd year of Ascendancy at 08:44 see stats
By Pyros Eien the Skeleton Brawler level 41
41st Dusk 123rd year of Ascendancy at 17:18 see stats
By Pyros Eien the Skeleton Brawler level 50
71st Pyre 124th year of Ascendancy at 11:47 see stats
By Pyros Eien the Skeleton Brawler level 48
52nd Regrowth 124th year of Ascendancy at 06:03 see stats
By Pyros Eien the Skeleton Brawler level 22
48th Haze 122nd year of Ascendancy at 08:03 see stats
By Pyros Eien the Skeleton Brawler level 40
5th Flare 123rd year of Ascendancy at 17:17 see stats
By Pyros Eien the Skeleton Brawler level 22
47th Haze 122nd year of Ascendancy at 20:50 see stats
By Pyros Eien the Skeleton Brawler level 15
8th Haze 122nd year of Ascendancy at 08:59 see stats
By Pyros Eien the Skeleton Brawler level 34
43rd Regrowth 123rd year of Ascendancy at 04:57 see stats
Log
Rested for 9 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 Eien picks up ( .): pearl.
Pyros Eien picks up (N.): spiritwalker's drakeskin leather belt of the giants.
Pyros Eien picks up (W.): grounding pair of voratun boots of tirelessness (0 def, 5 armour).
Pyros Eien picks up (S.): enveloping elven-silk cloak of the Shaloren (18 def, 0 armour).
Ran for 12 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).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: interesting terrain).
Pyros Eien deactivates Premonition.
Pyros Eien deactivates Chant of Fortitude.
Pyros Eien deactivates Precise Strikes.
Pyros Eien deactivates Striking Stance.
Pyros Eien deactivates Exploit Weakness.
Pyros Eien deactivates Trained Reactions.