











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 50 / 1611% |
Size | big |
Lifes / Deaths | Killed by Porurimina the copperhead snake at level 20 on the 78th Dusk 122nd year of Ascendancy at 21:00 1 / 6Killed by DO IT OGRE STYLE at level 27 on the 9th Regrowth 123rd year of Ascendancy at 05:53 Killed by armoured skeleton warrior at level 33 on the 50th Regrowth 123rd year of Ascendancy at 03:31 Killed by Betharakira the patchwork troll at level 36 on the 62nd Regrowth 123rd year of Ascendancy at 17:08 Killed by Ce'Nivea the orc cryomancer at level 44 on the 63rd Pyre 123rd year of Ascendancy at 15:53 Killed by orc high pyromancer at level 46 on the 66th Pyre 123rd year of Ascendancy at 10:10 |
Primary Stats
Strength | 66 (base 11) |
Dexterity | 82 (base 41) |
Constitution | 44 (base 10) |
Magic | 167 (base 62) |
Willpower | 107 (base 60) |
Cunning | 129 (base 60) |
Resources
Mana | 449/449 |
Psi | 177/177 |
Vim | 246/246 |
Life | 1422/1422 |
Steam | 100/100 |
Stamina | 490/490 |
Paradox | 300 |
Healing Factor | 1.605500746552 |
Regeneration | 42.144394596989 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +126% |
Vision
Sight | 12 |
Lite | 22.132091952673 |
Infravision | 6 |
See Invisible | 69 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 87 |
Accuracy | 56 |
Crit Chance | 65% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 56 |
Crit Chance | 65% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 110 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Acid | +59% |
Blight | +58% |
Arcane | +46% |
Cold | +59% |
All | +32% |
Lightning | +234% |
Light | +44% |
Physical | +48% |
Mind | +74% |
Fire | +43% |
Nature | +38% |
Offense: Damage Penetration
Nature | +35% |
Acid | +40% |
Light | +51% |
Lightning | +97% |
Mind | +35% |
Arcane | +49% |
Fire | +41% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 88 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 59 |
Mental Save | 59 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 57%( 70%) |
All | + 22%( 70%) |
Lightning | + 70%( 70%) |
Light | + 52%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 32%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Poison Resistance | 21% |
Blind Resistance | 41% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Silence Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1866 damage for 8 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 386 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: 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 2055 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Arcane Shield |
talent | Bone Shield |
talent | Thunderstorm |
talent | Shock Hands |
talent | Tempest |
talent | Feather Wind |
talent | Essence of Speed |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by DO IT OGRE STYLE. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 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 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by DO IT OGRE STYLE. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Crit.mult +39.88% Spell.pwr +15 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +30% lightning +18% mind Res.pen +26% lightning Melee Ret 10 lightning ----- def ----- Resists +21% darkness Crit.chn- 15.66% ---------- misc Mana/turn +5.00 Light +3 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Mag +7 Wil +11 Con dps ---------- Phys.crit +6.0% Crit.mult +35.00% Phys.pwr +9 (+2 eff.) Dmg.mod +15% acid Res.pen +15% acid ----- def ----- Resists +15% acid Crit.chn- 15.52% ---------- misc Light +8 See.Invis +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +10 Cun dps ---------- Crit.mult +10.00% Dmg.mod +15% lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +22% lightning +3% fire +12% cold +6% acid Mind.save +33 (+8 eff.) Blind- +20% ---------- misc Mana/turn +0.08 A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Nature While equipped: dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +15% lightning Melee Ret 2 lightning ----- def ----- Armour +5 Resists +6% light +9% lightning Phys.save +15 (+5 eff.) HP.reg +9.00 Heal.mod +17% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +3 A pair of boots made of leather. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Crit.mult +20.88% Dmg.mod +9% light +24% mind Res.pen +10% nature Melee Ret 6 temporal ----- def ----- Resists +15% nature ---------- misc Max.hate +10.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 47% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.pwr +16 (+3 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +3% cold +6% nature +7% all ----- def ----- Resists +9% cold Crit.chn- 10.00% Max.HP +71.00 HP.reg +15.00 Heal.mod +19% Silence- +50% ---------- misc Mana/turn +0.40 Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Mag +5 Cun +8 Con dps ---------- Spell.pwr +15 (+2 eff.) ----- def ----- Resists +5% arcane Phys.save +16 (+6 eff.) HP.reg +2.00 Poison- +21% Silence- +55% Pinning- +21% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.33 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +12 (+2 eff.) Dmg.mod +6% acid +8% blight +11% fire +5% lightning +6% cold Acc +20 (+5 eff.) ----- def ----- Resists +6% darkness Blind- +21% Silence- +20% ---------- misc Infravis +6 Sight +2 See.Invis +10 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +60.00% Spell.pwr +42 (+6 eff.) Melee+ 27 fire Dmg.mod +6% acid +3% light +30% lightning Res.pen +10% arcane ----- def ----- Resists +21% light ---------- misc Mana/turn +5.50 Light +1 See.Invis +20 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +8 Mag +7 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Apr +4 ----- def ----- Defense +42 (+9 eff.) Resists +11% cold +10% fire Proj.slow +25% ---------- misc Stam/turn +3.16 Light +1 A belt that goes around your waist. |
In off hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +10.0% Spell.crit +23% Crit.mult +50.00% Phys.pwr +15 (+3 eff.) Spell.pwr +33 (+5 eff.) Melee+ 30 fire Dmg.mod +30% lightning Res.pen +10% mind +16% fire Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 71% ---------- misc Mana/turn +5.00 See.Invis +18 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +6% Crit.mult +55.00% Spell.pwr +10 (+2 eff.) Dmg.mod +14% arcane Res.pen +14% arcane +26% light Acc +13 (+4 eff.) Apr +14 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +12% light +5% arcane Stealth +13 Stun/Frz- +50% ---------- misc Max.mana +100.00 Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +18 Str +10 Dex +17 Mag +17 Wil +10 Cun +10 Con dps ---------- Spell.pwr +18 (+3 eff.) S.pwr/crit +4 Dmg.mod +44% lightning +16% physical +18% blight +18% cold +18% all ----- def ----- Resists +45% lightning +13% cold +5% arcane +15% all ---------- misc Vim/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.0 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 101 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 911% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 663% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 1270% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1240% for 10 turns (2053 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 4 turns and blocking 273 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 4 turns and blocking 343 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 Cunning 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 17 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 4 turns and blocking 185 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. 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +10 Wil ----- def ----- Resists +29% lightning Stun/Frz- +44% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +3 Wil +1 Cun dps ---------- Melee+ 15 light Ranged+ 28 light Dmg.mod +13% light Melee Ret 4 mind ----- def ----- Max.HP +64.00 HP.reg +16.00 Heal.mod +13% Stun/Frz- +27% ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +19% lightning +6% temporal ----- def ----- Armour +4 Resists +38% lightning +3% temporal +3% physical Crit.chn- 15.00% Spell.save +3 (+1 eff.) Max.HP +57.00 HP.reg +20.00 Heal.mod +18% Blind- +43% ---------- misc Infravis +5 See.Stealth +23 See.Invis +24 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +20 Cun +10 Dex dps ---------- Melee+ 28 physical Ranged+ 35 physical Acc +14 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 42 On Hit (Ranged): * 16% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +20% acid ----- def ----- Resists +40% acid Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag 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 (+7 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 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Spell.pwr +28 (+4 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 76.0 - 114.0 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +27 darkness +27 lightning On Crit.r2 +20 cold While equipped: Stats +6 Str +5 Dex +4 Mag +6 Cun +7 Con ----- def ----- Resists +21% lightning Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 73.5 - 110.2 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 42 While equipped: ----- def ----- Disease- +39% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +41 lightning +63 cold While equipped: Stats +12 Str dps ---------- Mov.spd +62% Dmg.mod +19% physical Res.pen +34% lightning +35% cold Acc +35 (+8 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane Power 60.5 - 96.8 Physical Uses 72% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 On Hit: * Create an explosion dealing 160 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +31% fire Res.pen +42% fire Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 61.0 - 85.4 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Dex +5 Wil +8 Con dps ---------- Dmg.mod +24% blight Res.pen +25% blight +25% arcane +15% all Acc +25 (+6 eff.) Apr +14 ----- def ----- Spell.save +15 (+4 eff.) ---------- misc Mana/turn +0.20 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 41.5 - 58.1 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 temporal On Crit.r2 +16 mind +16 temporal On Hit: * 27% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 267 damage over 5 turns and reducing armor and accuracy by 34 While equipped: dps ---------- Res.pen +15% blight Melee Ret 12 light On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 42 ----- def ----- Resists +18% mind +27% blight Def/telep +20 Res/telep +20% Dur/telep +20% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 57.0 - 79.8 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +25 (+6 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 56.5 - 79.1 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 acid +45 nature While equipped: dps ---------- Res.pen +23% acid +25% nature Apr +15 One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 38.5 - 50.1 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +15% physical ----- def ----- Resists +20% temporal Disarm- +35% Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun 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.) Dmg.mod +23% mind +18% darkness Res.pen +15% mind +15% darkness ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Equi/ret +1.80 Max.hate +9.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +86 On Hit.r1 +27 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +34% cold On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +48% fire ---------- misc Talents +3 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 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 38.5 - 57.8 Phys.bleed Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +108 On Hit: 20% Curse of Death 5 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 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! |
![]() 4.0 T5 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Apr +5 Atk.spd 100% Range +10 Ranged+ +35 lightning While equipped: dps ---------- Crit.mult +27.20% Dmg.mod +27% lightning Res.pen +34% temporal ----- def ----- Defense +41 (+9 eff.) Resists +11% physical Def/telep +20 Res/telep +20% Dur/telep +20% Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo [Rare] Arcane Power 54.0 - 75.6 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +10.0% Capacity 21 Proj.spd +272% Ranged+ +20 light +27 cold On Hit.r1 +27 light +30 fire On Crit.r2 +20 light +24 cold While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Psionic Power 53.0 - 74.2 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +60 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 293 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Ego] Nature/Master Power 53.5 - 64.2 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Acc +16 Apr +6 Crit +7.0% Capacity 19 Ranged+ +25 cold On Crit.r2 +15 cold Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +20% nature +20% blight Max.HP +120.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +24% cold +24% nature +24% darkness Res.pen +34% lightning +34% mind +30% nature ----- def ----- Resists +19% blight +15% all Max.HP +100.00 HP.reg +6.00 Heal.mod +27% ---------- misc Max.hate +8.00 Max.psi +68.01 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +16 Mag +15 Wil +9 Con dps ---------- Dmg.mod +30% lightning +25% physical +3% light +30% cold +30% nature Res.pen +5% cold ----- def ----- Resists +14% lightning +9% temporal +6% light +6% darkness +9% blight +15% cold +6% fire +15% all Poison- +48% Disease- +50% ---------- misc Mana/turn +0.36 Psi/turn +0.40 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +25% light +30% darkness ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +10% mind Mind.save +19 (+5 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.30 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 315.24 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% temporal Mind.save +21 (+5 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning +3% darkness Res.pen +15% lightning Melee Ret 2 darkness ----- def ----- Resists +6% lightning +3% darkness Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +34 (+7 eff.) Spell.pwr +32 (+5 eff.) Mind.pwr +36 (+6 eff.) Dmg.mod +9% acid Res.pen +5% acid +26% fire Melee Ret 6 fire ----- def ----- Armour +13 Resists +9% acid +3% fire ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 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 32 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 [Rare] Master While equipped: dps ---------- Crit.mult +25.00% Phys.pwr +41 (+8 eff.) Acc +41 (+9 eff.) Melee Ret 14 physical ----- def ----- Armour +13 Fatigue +4% Resists +15% fire +15% cold Phys.save +24 (+8 eff.) ---------- misc Max.stam +40.80 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/Master While equipped: dps ---------- Spell.pwr +13 (+2 eff.) ----- def ----- Armour +5 Defense +13 (+3 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue -6% Phys.save +14 (+5 eff.) ---------- misc Max.enc +33 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +13% cold ---------- misc Max.hate +2.00 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +24% arcane Res.pen +34% darkness +20% cold Melee Ret 14 arcane 14 lightning ----- def ----- Defense +3 (+1 eff.) Resists +9% darkness +33% cold ---------- misc Psi/turn +0.37 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +14% acid +15% fire +15% lightning +13% cold A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +12% cold +15% darkness +15% fire Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 36 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +9 Con ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +15% cold 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] Master While equipped: Stats +10 Str ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 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++] Nature/Master While equipped: Stats +17 Lck +10 Wil dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 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 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Random Unique] Nature While equipped: Stats +5 Wil +3 Con dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Dmg.mod +3% nature Res.pen +10% nature +10% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +11% blight Max.HP +58.00 HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil +5 Con dps ---------- Phys.crit +5.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +8% blight Spell.save +6 (+1 eff.) HP.reg +15.00 Blind- +32% Confus- +19% ---------- misc Mana/turn +0.24 Vim/s.crit +1.00 Light +9 See.Stealth +25 See.Invis +22 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +4.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil +2 Cun dps ---------- Dmg.mod +9% nature +3% fire Acc +4 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 71% ---------- misc Light +3 Infravis +2 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% blight Res.pen +20% lightning ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.28 Blast the opponent's mind dealing 304 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 673 physical damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Mind.save +3 (+1 eff.) Max.HP +100.00 Heal.mod +5% Silence- +20% Disarm- +20% Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 573 Base Damage: 277 Armor: 22 All Resist: 12 Puts all charms on 16 cooldown 100% to heal for 93. 100% to gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 773 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 673 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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 DO IT OGRE STYLE the Ogre Adventurer level 34
56th Regrowth 123rd year of Ascendancy at 05:39 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 47
67th Pyre 123rd year of Ascendancy at 17:31 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 34
51st Regrowth 123rd year of Ascendancy at 01:29 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 44
59th Pyre 123rd year of Ascendancy at 15:38 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 37
68th Regrowth 123rd year of Ascendancy at 00:39 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 35
59th Regrowth 123rd year of Ascendancy at 12:12 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 10
11st Dusk 122nd year of Ascendancy at 14:05 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 36
64th Regrowth 123rd year of Ascendancy at 01:19 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 31
39th Regrowth 123rd year of Ascendancy at 17:18 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 22
11st Haze 122nd year of Ascendancy at 22:18 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 29
19th Regrowth 123rd year of Ascendancy at 05:23 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
6th Flare 123rd year of Ascendancy at 18:20 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 10
3rd Flare 122nd year of Ascendancy at 21:55 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 20
77th Dusk 122nd year of Ascendancy at 06:59 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 30
33rd Regrowth 123rd year of Ascendancy at 07:46 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 40
21st Pyre 123rd year of Ascendancy at 17:43 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
79th Pyre 123rd year of Ascendancy at 08:46 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
4th Flare 123rd year of Ascendancy at 12:12 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 06:53 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 23
20th Haze 122nd year of Ascendancy at 02:17 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 30
33rd Regrowth 123rd year of Ascendancy at 21:53 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 15
48th Dusk 122nd year of Ascendancy at 09:38 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 37
64th Regrowth 123rd year of Ascendancy at 03:39 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
46th Dusk 123rd year of Ascendancy at 20:26 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 10
4th Flare 122nd year of Ascendancy at 13:54 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
46th Dusk 123rd year of Ascendancy at 20:28 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 50
4th Flare 123rd year of Ascendancy at 14:43 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 24
47th Haze 122nd year of Ascendancy at 08:13 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 45
65th Pyre 123rd year of Ascendancy at 00:57 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 6
10th Mirth 122nd year of Ascendancy at 20:20 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 18
74th Dusk 122nd year of Ascendancy at 08:23 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 39
12nd Pyre 123rd year of Ascendancy at 13:16 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 21
7th Haze 122nd year of Ascendancy at 21:43 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 15
48th Dusk 122nd year of Ascendancy at 07:59 see stats
By DO IT OGRE STYLE the Ogre Adventurer level 33
50th Regrowth 123rd year of Ascendancy at 04:43 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
DO IT OGRE STYLE picks up (I.): schematic: Headlamp.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
DO IT OGRE STYLE picks up (X.): schematic: Rocket Boots.
Ran for 3 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
DO IT OGRE STYLE picks up ( .): piercing dragonbone totem of stinging [power 488] (15 cooldown).
Today is the 47th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
DO IT OGRE STYLE picks up ( .): focusing voratun torque of gale force [power 455] (15 cooldown).
DO IT OGRE STYLE picks up ( .): stormbringer's voratun battleaxe of rage (56-85 power, 4 apr).
Ran for 15 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
Saving game...
Saving done.
The furious lightning storm around DO IT OGRE STYLE calms down and disappears.