










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 3127% |
Size | medium |
Lifes / Deaths | Killed by Ivera the ghoulish rat at level 25 on the 56th Haze 122nd year of Ascendancy at 22:18 4 / 7Killed by Weirdling Beast at level 29 on the 80th Haze 122nd year of Ascendancy at 17:55 Killed by Betolle the skeleton warrior at level 31 on the 2nd Regrowth 123rd year of Ascendancy at 23:24 Killed by faerlhing at level 35 on the 18th Regrowth 123rd year of Ascendancy at 09:30 Killed by Xerylratha the patchwork troll at level 40 on the 58th Regrowth 123rd year of Ascendancy at 23:13 Killed by Doomed Shade of Bones at level 50 on the 6th Mirth 123rd year of Ascendancy at 08:20 Killed by Cyrenne the orc soldier at level 50 on the 10th Dusk 123rd year of Ascendancy at 18:14 |
Primary Stats
Strength | 39 (base 13) |
Dexterity | 36 (base 25) |
Constitution | 82 (base 64) |
Magic | 133 (base 60) |
Willpower | 52 (base 14) |
Cunning | 97 (base 60) |
Resources
Life | 803/803 |
Mana | 613/613 |
Soul | 18/19 |
Vim | 266/266 |
Healing Factor | 1.4294172276307 |
Regeneration | 0.35735430690768 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 6 |
See Stealth | 83.453904713697 |
See Invisible | 94.453904713697 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 39 |
Crit Chance | 49% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 110 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +57% |
Blight | +57% |
Arcane | +79% |
Cold | +101% |
All | +42% |
Lightning | +57% |
Light | +54% |
Darkness | +184% |
Fire | +67% |
Mind | +66% |
Offense: Damage Penetration
Darkness | +122% |
Mind | +36% |
Arcane | +35% |
Cold | +73% |
All | +10% |
Defense: Base
Armour (hardiness) | 108 (69.823135475018%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 95 |
Spell Save | 105 |
Mental Save | 96 |
Defense: Resistances
Blight | + 56%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 68%( 70%) |
All | + 47%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 49%( 70%) |
Physical | + 61%( 70%) |
Lightning | + 49%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 37% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 55% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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: 2.5 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 91 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: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 765 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Master of bones | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Doomed For Eternity |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Elemental Discord |
talent | Erupting Shadows |
talent | Eternal Night |
talent | Utterly Destroyed |
talent | Spikes of Decrepitude |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 54. Commander of the Dead |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Arorakira the orc master assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Islenn the skeleton master archer. Escort: lost warrior (level 3 of Dreadfell) | failed |
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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Xerylratha the patchwork troll. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2663. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. 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. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 |
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 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 64.51 blight damage and is poisoned for 258.04 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +3% arcane Res.pen +25% arcane Melee Ret 2 blight On Hit (Melee): * 10% chance to slow global speed by 64% * 21% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Defense +13 (+3 eff.) Resists +14% blight +14% darkness Phys.save +17 (+3 eff.) Spell.save +17 (+3 eff.) Mind.save +20 (+4 eff.) Blind- +37% Confus- +25% ---------- misc Light +10 Infravis +5 See.Stealth +21 See.Invis +32 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 cooldown Level 2.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 58 blight damage or heals 56 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +27 Mag +13 Wil +4 Cun +10 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +15% lightning +10% fire +34% arcane +14% cold Res.pen +20% darkness ----- def ----- Defense +3 (+0 eff.) Spell.save +11 (+2 eff.) Mind.save +15 (+3 eff.) ---------- misc Max.psi +20.00 Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 6.5 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +9.0% Mind.crit +10% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Dmg.mod +12% light +3% cold Apr +5 ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +7% physical ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +32% darkness +24% mind Res.pen +26% darkness +26% mind On Hit (Melee): * 21% chance to reduce all saves and defense by 36 ----- def ----- Resists +18% darkness Silence- +50% ---------- misc Mana/turn +0.40 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. The set is complete. While equipped: dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +24% darkness +10% cold ----- def ----- Resists +15% darkness +10% cold Spell.save +8 (+1 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Boneyard. Talent level: +1 Call of the Mausoleum. Impending Doom: Level 4.5 Pwr.cost 29 out of 40/40. Range 7 Travel.spd instantaneous Is necromancy a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 133% of its remaining life (or 1352.02, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 18 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. The set is complete. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +52 (+8 eff.) Dmg.mod +35% darkness ----- def ----- Spell.save +25 (+4 eff.) Mind.save +10 (+2 eff.) ---------- misc Mana/turn +0.50 Max.mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 5.0 Pwr.cost 19 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 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. 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. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Cun dps ---------- Spell.crit +21% Crit.mult +17.00% Spell.pwr +36 (+6 eff.) ----- def ----- Armour +15 Defense +5 (+1 eff.) Resists +9% cold +3% temporal +9% darkness +15% all Phys.save +30 (+5 eff.) Spell.save +38 (+6 eff.) Confus- +10% ---------- misc Mana/turn +0.40 Hate/m.crit +5.00 Psi/m.crit +5.00 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: dps ---------- Crit.mult +60.00% Dmg.mod +22% darkness +18% cold Res.pen +13% darkness +10% cold Acc +25 (+8 eff.) Apr +29 Melee Ret 6 cold On Hit (Melee): * 26 arcane resource burn ----- def ----- Defense +3 (+0 eff.) Resists +3% lightning +25% darkness +3% blight +9% nature +7% arcane Stealth +53 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 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Dmg.mod +20% all ----- def ----- Armour +5 Resists +5% all Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 93 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 392.09 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 17 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 306 damage for 5 turns. 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 15 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 560 damage for 4 turns. 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. |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 7 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. 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. 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 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% darkness Melee Ret 4 mind ----- def ----- Resists +9% acid +15% light +18% lightning +6% fire +6% mind +15% darkness Blind- +22% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +7% light +7% temporal +5% darkness +6% physical Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +6 Dex +5 Mag +12 Wil dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +8% darkness +8% temporal +8% light +8% physical Res.pen +25% cold ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +5 Resists +5% all Stun/Frz- +60% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +10 Dex dps ---------- Phys.pwr +10 (+4 eff.) Phys.spd +10% Dmg.mod +10% physical Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +15 Con ----- def ----- Phys.save +20 (+4 eff.) Max.HP +80.00 HP.reg +11.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.40 Spell/Death +0.40 Spell/Nightfall Amulets make your neck look great! |
![]() 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 [Random Unique] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 20% chance to slow global speed by 64% ----- def ----- Armour +6 Fatigue -4% HP.reg +1.00 Stun/Frz- +23% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +12 (+2 eff.) Max.HP +42.00 HP.reg +10.00 Heal.mod +13% ---------- misc Max.stam +26.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +6% acid +9% light Res.pen +25% acid Acc +11 (+3 eff.) Apr +12 On Hit (Melee): * 10% chance to reduce armor by 52% ----- def ----- Defense +14 (+3 eff.) Resists +6% acid Blind- +28% ---------- misc Infravis +4 See.Stealth +16 See.Invis +16 Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Mind.pwr +11 (+2 eff.) Mov.spd +19% Acc +11 (+3 eff.) ----- def ----- Defense +7 (+1 eff.) Blinding Speed: Puts all charms on 29 cooldown Level 3.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +9% blight Res.pen +26% blight +20% lightning On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Mind.save +15 (+3 eff.) Confus- +50% ---------- misc Hate/m.crit +5.27 Max.hate +10.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Mag dps ---------- Melee+ 40 light Ranged+ 34 light Dmg.mod +19% light +9% cold Res.pen +10% cold Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce all saves and defense by 36 ----- def ----- Fatigue -10% Resists +12% nature +6% cold Silence- +41% ---------- misc Max.enc +31 Mana/turn +0.27 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +14 Mag +19 Wil dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +36 (+6 eff.) Mind.pwr +30 (+7 eff.) ----- def ----- Crit.chn- 10.00% Disease- +10% Silence- +20% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Con dps ---------- Crit.mult +27.20% Mind.pwr +20 (+5 eff.) Dmg.mod +12% acid +12% cold +41% mind ----- def ----- Blind- +34% ---------- misc Hate/m.crit +4.00 Max.hate +8.00 Infravis +6 See.Stealth +25 See.Invis +19 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +14 Resists +12% fire Mind.save +14 (+3 eff.) HP.reg +4.00 Confus- +50% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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 145 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 [Rare] Arcane Power 147% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+3 eff.) Dmg.mod +61% blight +27% fire +38% darkness +18% mind Res.pen +20% darkness +20% fire ----- def ----- Resists +15% blight +21% darkness ---------- misc Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Spell.crit +20% Crit.mult +18.00% Spell.pwr +15 (+2 eff.) Dmg.mod +21% physical +30% fire Res.pen +40% mind +15% nature Acc +15 (+5 eff.) Apr +7 Melee Ret 14 physical ----- def ----- Armour +8 Resists +21% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +20.00% Spell.pwr +24 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 68.46 to 82.16 physical damage Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +13% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness Res.pen +10% blight +5% temporal ----- def ----- Armour +20 Defense +44 (+10 eff.) Resists +6% blight +15% darkness Phys.save +21 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) ---------- misc Wards +5 darkness Talents +10 Ward +1 Command Staff 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 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +9% Phys.pwr +11 (+4 eff.) Spell.pwr +25 (+4 eff.) Dmg.mod +30% blight Acc +15 (+5 eff.) ----- def ----- Armour +12 Defense +12 (+3 eff.) ---------- misc Wards +3 blight Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 light On Hit.r1 +20 temporal On Crit.r2 +27 nature While equipped: Stats +21 Con +21 Wil dps ---------- Dmg.mod +9% light +21% temporal Res.pen +25% light +34% temporal Melee Ret 10 darkness ----- def ----- Resists +20% temporal Max.HP +117.00 ---------- misc Light +4 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 188% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +42 cold Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane/Master Power 111% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +14 cold On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 173% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 267 damage over 5 turns and reducing armor and accuracy by 34 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 267 damage over 5 turns and reducing armor and accuracy by 34 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +45 lightning +45 cold While equipped: dps ---------- Mov.spd +50% Res.pen +18% lightning +25% cold Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master/Psionic Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +25 mind On Hit: * 32% chance to reduce all saves and defense by 36 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Cun +6 Wil dps ---------- Phys.crit +14.0% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Master Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con dps ---------- Phys.crit +15.0% Phys.pwr +30 (+10 eff.) Res.pen +13% physical ----- def ----- Disarm- +35% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +11.0% Atk.spd 100% Melee+ +16 physical On Hit.r1 +20 mind On Crit.r2 +24 lightning While equipped: Stats +15 Str dps ---------- Crit.mult +20.00% Dmg.mod +24% physical Res.pen +34% mind Acc +15 (+5 eff.) ----- def ----- Defense +14 (+3 eff.) Mind.save +24 (+4 eff.) Disarm- +50% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Psionic Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +12 lightning +27 acid On Hit: * 27% chance to reduce armor by 52% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +12% lightning +9% nature +21% acid Melee Ret 14 nature ----- def ----- Resists +12% lightning +7% arcane +18% darkness +9% nature Spell.save +21 (+4 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 168% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +22 (+7 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 While equipped: dps ---------- Res.pen +15% physical Acc +20 (+6 eff.) Apr +13 One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 light +20 darkness Against +30% Undead +20% Living Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +27 darkness While equipped: Stats +5 Cun dps ---------- Mind.crit +17% Mind.pwr +15 (+3 eff.) Dmg.mod +17% mind +27% temporal Res.pen +34% blight Melee Ret 10 temporal ----- def ----- Resists +15% darkness ---------- misc Psi/m.crit +5.00 Max.psi +50.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Crit.r2 +16 cold While equipped: Stats +9 Str +6 Dex +7 Wil +8 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Mind.pwr +35 (+8 eff.) Dmg.mod +12% cold Res.pen +20% fire ----- def ----- Crit.chn- 20.00% ---------- misc Max.hate +12.00 See.Invis +21 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 20 cold Dmg.mod +17% cold +25% mind +25% darkness Res.pen +20% cold +14% mind +14% darkness ----- def ----- Armour +18 Resists +20% cold ---------- misc Max.hate +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit.r2 +21 acid +21 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% acid +13% nature Apr +9 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 143% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +69 Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% all Acc +34 (+11 eff.) Apr +13 ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +10% Disarm- +44% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Master Power 198% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +21.0% Capacity 18 Proj.spd +200% Ranged+ +27 fire +49 cold On Hit.r1 +8 fire +27 nature +16 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Psionic Power 163% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane/Master Power 174% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +14 Crit +19.0% Capacity 23 Rld cld 2 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +3 (+0 eff.) Mind.pwr +2 (+0 eff.) Dmg.mod +7% acid +5% temporal +3% darkness +5% cold +7% fire +10% arcane +6% physical On Hit (Melee): * 10% chance to reduce damage dealt by 29% ----- def ----- Resists +11% acid +12% physical +6% darkness +11% cold +11% fire +9% all Mind.save +15 (+3 eff.) ---------- misc Max.mana +15.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +7 Mag +6 Wil ----- def ----- Resists +14% blight +11% all Max.HP +76.00 HP.reg +4.20 Heal.mod +22% ---------- misc Mana/turn +0.20 Psi/turn +0.28 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +8 Mag +7 Wil +5 Cun +1 Con dps ---------- Crit.mult +12.00% Dmg.mod +25% lightning +21% physical +11% cold Melee Ret 8 darkness ----- def ----- Resists +12% blight +12% cold +10% lightning +13% all Crit.chn- 10.00% Max.HP +69.00 HP.reg +4.50 Heal.mod +19% ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +5 Wil dps ---------- Spell.crit +4% Mind.crit +8% Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +13% physical +15% darkness +6% blight +20% arcane +7% temporal Res.pen +13% darkness +13% physical Melee Ret 6 blight ----- def ----- Resists +13% all Mind.save +21 (+4 eff.) ---------- misc Max.mana +25.00 Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+3 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +9 Mag dps ---------- Dmg.mod +25% temporal +30% physical Res.pen +15% temporal +15% physical ----- def ----- Resists +20% blight +15% all Anom.red +16 Max.HP +100.00 HP.reg +6.00 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +12% acid +15% cold +20% nature +20% blight ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master/Psionic While equipped: Stats +7 Str +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +10% mind Mind.save +24 (+4 eff.) Max.HP +100.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +7 Str +5 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +10% physical Phys.save +21 (+4 eff.) Max.HP +78.00 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +41% mind Res.pen +34% mind +34% acid ----- def ----- Armour +16 Fatigue +22% Resists +28% blight +15% darkness +27% nature ---------- misc Light +6 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Master While equipped: ----- def ----- Armour +36 Fatigue +13% Resists +13% acid +13% physical +13% cold +13% lightning +13% fire Phys.save +15 (+3 eff.) A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Mind.pwr +12 (+3 eff.) Against +44% Summoned ----- def ----- D.Red.from +34% Summoned Phys.save +14 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +9 Mag ----- def ----- Fatigue -9% ---------- misc Max.enc +51 Mana/turn +0.60 Max.mana +60.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Str +3 Dex +4 Mag +2 Wil ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +9% mind +18% cold Phys.save +8 (+1 eff.) Mind.save +5 (+1 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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +22% darkness Res.pen +14% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Defense +2 (+0 eff.) Resists +16% darkness +20% nature Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Master While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +13% darkness Res.pen +10% darkness Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Resists +13% darkness Stealth +15 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 [Rare] Psionic While equipped: Stats +16 Dex +4 Wil dps ---------- Dmg.mod +18% fire Res.pen +34% lightning ----- def ----- Defense +3 (+0 eff.) Resists +18% fire Phys.save +18 (+3 eff.) Spell.save +24 (+4 eff.) Mind.save +30 (+5 eff.) HP.reg +5.44 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 [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% mind ----- def ----- Defense +3 (+0 eff.) Resists +36% blight +12% fire +20% nature +33% lightning Spell.save +12 (+2 eff.) HP.reg +11.00 Heal.mod +34% Disease- +27% Cut- +27% 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 +6 Str +12 Dex +3 Mag +4 Wil +6 Cun +6 Con dps ---------- Dmg.mod +9% blight +12% nature +9% mind Acc +10 (+3 eff.) Apr +10 Melee Ret 4 nature 6 blight On Hit (Melee): * 24% chance to reduce all saves and defense by 36 ----- def ----- Defense +18 (+4 eff.) Resists +6% blight Phys.save +15 (+3 eff.) Spell.save +12 (+2 eff.) ---------- misc Stam/turn +1.50 Masteries +0.40 Technique/Combat training 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+] Master While equipped: ----- def ----- Armour +10 Defense +17 (+4 eff.) Phys.save +25 (+5 eff.) Spell.save +24 (+4 eff.) Mind.save +24 (+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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +5 Phys.save +12 (+2 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +5 Resists +15% fire +15% cold Blindside: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 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 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +4 Wil ----- def ----- Armour +5 Blink to a nearby random location (rad 12) Puts all charms on 19 cooldown A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 Mov.spd +10% Res.pen +20% darkness +20% temporal ----- def ----- Armour +5 Fatigue -6% Resists +12% blight +25% temporal +30% darkness Max.HP +58.00 Silence- +50% Confus- +50% Stun/Frz- +39% Def/telep +22 Res/telep +20% Dur/telep +26% ---------- misc Stam/turn +2.20 Mana/s.crit +2.37 Vim/s.crit +2.00 Max.mana +60.00 Max.stam +40.00 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 Reqs Heavy armour training [Random Unique] Master While equipped: Stats +10 Str +5 Cun +15 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +12% blight +9% cold +9% physical Res.pen +5% cold Apr +9 Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Armour +5 Fatigue +4% Resists +6% cold Phys.save +23 (+4 eff.) Mind.save +23 (+4 eff.) ---------- misc Size +1 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 Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 14) Puts all charms on 19 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +15% cold ----- def ----- Armour +1 Phys.save +3 (+0 eff.) HP.reg +1.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.60 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +13 (+5 eff.) Melee+ 11 darkness Dmg.mod +8% darkness ----- def ----- Armour +2 Fatigue +3% Resists +11% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 15 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 44.82 mind and 76.59 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 30% 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 29. Terrified: Deals 10.79 mind and 18.44 darkness damage per turn and increases cooldowns by 46%. Haunted: Causes the target to suffer 17.48 mind and 29.87 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 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil dps ---------- Mind.crit +5% Spell.pwr +6 (+1 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +20% mind ----- def ----- Defense +3 (+0 eff.) Resists +19% mind Phys.save +14 (+2 eff.) Mind.save +14 (+3 eff.) ---------- misc Max.psi +36.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +10 Cun +3 Wil dps ---------- On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +5% Resists +24% acid +21% blight +15% fire +38% cold +15% lightning Crit.chn- 20.40% Mind.save +12 (+2 eff.) Die.at -80.00 life Cut- +27% Confus- +27% ---------- misc Psi/ret +0.16 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +11% fire +15% lightning +15% cold A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +8 Dex +7 Wil dps ---------- Phys.pwr +12 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +15 (+3 eff.) A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Con ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +5% Dmg.mod +20% blight +20% arcane ----- def ----- Armour +5 Fatigue +5% Resists +20% mind Mind.save +25 (+5 eff.) Confus- +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 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 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 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. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 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. |
![]() 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 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Dex +1 Con dps ---------- Apr +3 Melee Ret 11 fire ----- def ----- Resists +6% temporal +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% light Spell.save +6 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Mag +4 Wil +1 Con dps ---------- Dmg.mod +6% mind Melee Ret 4 nature ----- def ----- Resists +3% light +3% nature ---------- misc Light +4 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 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 782.95 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Random Unique] Psionic While equipped: ----- def ----- Defense +11 (+2 eff.) Resists +9% lightning +6% fire +9% cold Phys.save +23 (+4 eff.) Spell.save +24 (+4 eff.) Mind.save +35 (+6 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 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 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 55 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 51 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +10% physical ----- def ----- Armour +16 Resists +18% lightning Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 19 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% physical ----- def ----- Resists +3% light Blast the opponent's mind dealing 282 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% nature +6% darkness Res.pen +20% darkness Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 64% * 10% chance to reduce damage dealt by 29% ----- def ----- Resists +3% darkness Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 561 physical damage Puts all charms on 11 cooldown 100% to increase all damage by 29% for 2 turns. 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 201 Base Damage: 102 Armor: 0 All Resist: 1 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +12 Dex +11 Mag +8 Wil +7 Con dps ---------- Res.pen +34% fire ---------- misc Light +4 Infravis +4 Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Bones the Lich Necromancer level 40
56th Regrowth 123rd year of Ascendancy at 15:59 see stats
By Bones the Lich Necromancer level 50
12nd Dusk 123rd year of Ascendancy at 05:38 see stats
By Bones the Lich Necromancer level 39
54th Regrowth 123rd year of Ascendancy at 22:04 see stats
By Bones the Lich Necromancer level 44
70th Regrowth 123rd year of Ascendancy at 02:10 see stats
By Bones the Lich Necromancer level 50
74th Pyre 123rd year of Ascendancy at 13:13 see stats
By Bones the Lich Necromancer level 43
65th Regrowth 123rd year of Ascendancy at 09:29 see stats
By Bones the Lich Necromancer level 36
21st Regrowth 123rd year of Ascendancy at 14:02 see stats
By Bones the Lich Necromancer level 50
6th Mirth 123rd year of Ascendancy at 10:13 see stats
By Bones the Lich Necromancer level 42
62nd Regrowth 123rd year of Ascendancy at 08:50 see stats
By Bones the Lich Necromancer level 35
19th Regrowth 123rd year of Ascendancy at 22:36 see stats
By Bones the Lich Necromancer level 50
73rd Dusk 123rd year of Ascendancy at 17:28 see stats
By Bones the Cornac Necromancer level 25
63rd Haze 122nd year of Ascendancy at 03:37 see stats
By Bones the Cornac Necromancer level 30
10th Decay 122nd year of Ascendancy at 04:52 see stats
By Bones the Cornac Necromancer level 31
4th Allure 123rd year of Ascendancy at 07:48 see stats
By Bones the Lich Necromancer level 50
41st Dusk 123rd year of Ascendancy at 22:54 see stats
By Bones the Lich Necromancer level 50
26th Dusk 123rd year of Ascendancy at 09:24 see stats
By Bones the Cornac Necromancer level 31
2nd Wintertide 123rd year of Ascendancy at 04:06 see stats
By Bones the Lich Necromancer level 45
70th Regrowth 123rd year of Ascendancy at 07:50 see stats
By Bones the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 13:02 see stats
By Bones the Cornac Necromancer level 20
28th Haze 122nd year of Ascendancy at 00:26 see stats
By Bones the Cornac Necromancer level 30
6th Decay 122nd year of Ascendancy at 09:09 see stats
By Bones the Lich Necromancer level 40
54th Regrowth 123rd year of Ascendancy at 22:04 see stats
By Bones the Lich Necromancer level 50
71st Pyre 123rd year of Ascendancy at 21:53 see stats
By Bones the Lich Necromancer level 31
2nd Regrowth 123rd year of Ascendancy at 23:24 see stats
By Bones the Lich Necromancer level 50
40th Dusk 123rd year of Ascendancy at 22:04 see stats
By Bones the Lich Necromancer level 50
3rd Summertide 123rd year of Ascendancy at 19:42 see stats
By Bones the Lich Necromancer level 37
39th Regrowth 123rd year of Ascendancy at 02:43 see stats
By Bones the Lich Necromancer level 50
9th Mirth 123rd year of Ascendancy at 17:21 see stats
By Bones the Cornac Necromancer level 29
80th Haze 122nd year of Ascendancy at 01:05 see stats
By Bones the Lich Necromancer level 42
62nd Regrowth 123rd year of Ascendancy at 22:17 see stats
By Bones the Lich Necromancer level 50
73rd Dusk 123rd year of Ascendancy at 17:28 see stats
By Bones the Cornac Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:50 see stats
By Bones the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 23:01 see stats
By Bones the Cornac Necromancer level 25
56th Haze 122nd year of Ascendancy at 11:32 see stats
By Bones the Lich Necromancer level 50
73rd Dusk 123rd year of Ascendancy at 17:28 see stats
By Bones the Lich Necromancer level 50
71st Dusk 123rd year of Ascendancy at 23:11 see stats
By Bones the Cornac Necromancer level 10
10th Mirth 122nd year of Ascendancy at 04:22 see stats
By Bones the Lich Necromancer level 50
2nd Summertide 123rd year of Ascendancy at 18:36 see stats
By Bones the Lich Necromancer level 46
13rd Pyre 123rd year of Ascendancy at 14:35 see stats
By Bones the Cornac Necromancer level 24
41st Haze 122nd year of Ascendancy at 23:53 see stats
By Bones the Cornac Necromancer level 19
21st Haze 122nd year of Ascendancy at 06:57 see stats
By Bones the Lich Necromancer level 38
52nd Regrowth 123rd year of Ascendancy at 12:35 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Bones picks up (I.): dragonbone starstaff of breaching (136% power, 6 apr, darkness element).
Shadow casts Phase Door.
Shadow casts Phase Door.
Bones picks up (H.): cruel dragonbone starstaff of invocation (136% power, 6 apr, physical element).
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Ran for 13 turns (stop reason: interesting terrain).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 74th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 75th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Today is the 76th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a Gates of Morning (Town) here (press '' or right click to use).