











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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 39 / 65% |
Size | medium |
Lifes / Deaths | Killed by Gliyara the zombie bunny at level 36 on the 59th Regrowth 123rd year of Ascendancy at 02:46 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 20 (base 12) |
Magic | 102 (base 60) |
Willpower | 73 (base 60) |
Cunning | 63 (base 37) |
Resources
Life | 743/743 |
Mana | 493/544 |
Paradox | 300 |
Healing Factor | 1.6070588855781 |
Regeneration | 6.9907061522647 |
Speed
Mental | -1.0991207943789E-11% |
Attack | -1.0991207943789E-11% |
Movement | +36.804258065936% |
Spell | -1.0991207943789E-11% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 8 |
See Stealth | 7 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 40 |
Accuracy | 27 |
Crit Chance | 29% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 50 |
Crit Chance | 29% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 56% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 29% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Lightning | +6% |
Temporal | +20% |
Arcane | +56% |
Darkness | +8% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +15% |
Cold | +25% |
All | 0% |
Darkness | +5% |
Light | +10% |
Lightning | +10% |
Mind | +25% |
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 52.461919410159 (35.65183292883%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 42 |
Mental Save | 37 |
Defense: Resistances
Blight | + 23%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 25%( 70%) |
All | + 9%( 70%) |
Lightning | + 42%( 70%) |
Light | + 35%( 70%) |
Temporal | + 44%( 70%) |
Fire | + 14%( 70%) |
Darkness | + 41%( 70%) |
Defense: Immunities
Disarm Resistance | 32% |
Bleed Resistance | 50% |
Silence Resistance | 20% |
Stun Resistance | 93% |
Instadeath Resistance | 100% |
Blind Resistance | 39% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 895% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 46 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
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 610 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Matter | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Premonition |
talent | Contingency |
talent | Energy Decomposition |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | 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 failed to protect the lost warrior from death by saw horror. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 215. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 253 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +30 (+8 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +20% light Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun +7 Mag dps ---------- Res.pen +10% light ----- def ----- Defense +2 (+1 eff.) Resists +10% lightning +8% temporal +9% light ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% mind Acc +8 (+4 eff.) ----- def ----- Armour +2 Resists +6% lightning +12% temporal +18% cold Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -60.00 life Disarm- +32% Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +5% Crit.mult +5.00% Acc +15 (+7 eff.) Melee Ret 4 temporal ----- def ----- Phys.save +15 (+8 eff.) ---------- misc Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +5% fire Melee Ret 6 fire ----- def ----- Resists +6% fire HP.reg +3.00 Blind- +22% Stun/Frz- +20% ---------- misc Infravis +4 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +3% Phys.pwr +11 (+5 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +11 (+3 eff.) Res.pen +15% blight Melee Ret 10 darkness ----- def ----- Resists +15% blight Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% lightning Blind- +17% Stun/Frz- +23% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 staff 1H weapon [Random Unique] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +11% Crit.mult +20.00% Spell.pwr +20 (+5 eff.) Melee+ 19 fire Dmg.mod +9% arcane +20% temporal Res.pen +15% arcane +10% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +5% arcane HP.reg +1.10 Heal.mod +18% ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +9% Res.pen +25% cold ----- def ----- Armour +10 Resists +5% arcane Die.at -80.00 life Disease- +20% Silence- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 lightning Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Resists +8% lightning Heal.mod +14% Heal/summ +27 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +35% darkness +19% temporal Stealth +8 Def/telep +14 Res/telep +11% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+4 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 530.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +10% blight Heal.mod +12% Poison- +21% Disease- +22% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 244 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +14% fire +14% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.22 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 Melee Ret 8 arcane ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning Crit.chn- 15.00% Heal.mod +10% Stun/Frz- +38% Knockbk- +20% ---------- misc Mana/turn +0.08 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.13 Max.mana +25.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +4 Con dps ---------- Dmg.mod +21% blight Melee Ret 6 light ----- def ----- Resists +12% blight Blind- +36% ---------- misc Infravis +13 Sight +2 See.Invis +17 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Resists +3% lightning Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +21% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Mag dps ---------- Crit.mult +20.00% Acc +6 (+3 eff.) ----- def ----- Armour +2 Crit.chn- 15.00% Die.at -20.00 life ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +4 Dex +4 Mag +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +25 (+12 eff.) Dmg.mod +6% physical Apr +4 ----- def ----- Spell.save +8 (+3 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +12% mind Res.pen +25% nature ----- def ----- Crit.chn- 15.00% Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +15 (+7 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +18% light Res.pen +25% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- HP.reg +3.00 Stun/Frz- +29% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +7% nature +8% blight Mind.save +8 (+4 eff.) Poison- +16% Disease- +12% Confus- +27% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal +15% fire Res.pen +10% lightning Acc +13 (+6 eff.) Apr +13 Melee Ret 8 lightning ----- def ----- Defense +13 (+4 eff.) Resists +3% blight +12% fire +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +20% cold ----- def ----- Resists +24% acid +9% temporal +9% light +30% fire +19% cold +5% arcane +30% lightning Crit.chn- 15.00% Die.at -20.00 life Knockbk- +20% Teleport- +20% Rings make your fingers look great! |
![]() 3.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% temporal Res.pen +5% all Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +7 (+2 eff.) Resists +3% lightning +9% temporal +5% arcane ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 131.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Str dps ---------- Phys.crit +5.0% Spell.crit +10% Crit.mult +29.00% Spell.pwr +14 (+4 eff.) Melee+ 18 fire Dmg.mod +6% lightning +20% temporal ----- def ----- Resists +6% lightning Crit.chn- 5.00% ---------- misc Infravis +1 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +19 (+5 eff.) Dmg.mod +25% acid +6% arcane Res.pen +15% nature Phasing +14% Melee Ret 6 arcane ----- def ----- Defense +20 (+7 eff.) Resists +5% arcane Shield.pwr +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+9 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 light +20 lightning On Hit.r1 +20 lightning On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +12 (+6 eff.) Dmg.mod +9% lightning +6% light ----- def ----- Resists +12% lightning +6% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 35 While equipped: dps ---------- Dmg.mod +30% light Res.pen +15% light +16% physical Acc +24 (+10 eff.) Apr +16 Melee Ret 10 mind ----- def ----- Resists +9% cold Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Ego++] Nature/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex +7 Wil +6 Con dps ---------- Phys.spd +10% Acc +9 (+4 eff.) ----- def ----- Max.HP +19.00 Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +4 Cun +5 Con One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% On Hit.r1 +20 nature While equipped: Stats +7 Dex dps ---------- Dmg.mod +12% nature Res.pen +20% physical Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 32 While equipped: Stats +2 Str +2 Wil +5 Con dps ---------- Dmg.mod +3% mind +7% physical Acc +5 (+2 eff.) ----- def ----- Disease- +10% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +15 nature On Hit.r1 +4 mind While equipped: Stats +16 Con +18 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% blight +3% mind +6% nature Max.HP +93.00 Sharp, short and deadly. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +30 lightning +42 cold On Hit: * 20% chance to slow global speed by 63% * 20% chance to reduce all saves and defense by 35 While equipped: dps ---------- Mov.spd +52% Res.pen +21% lightning +24% cold ----- def ----- Resists +30% acid +9% mind ---------- misc Reload +4 Stam/turn +2.00 Longbows are used to shoot arrows at your foes. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Crit.mult +10.00% Dmg.mod +39% lightning +7% physical +9% cold ----- def ----- Resists +54% lightning +6% temporal +3% light +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) Dmg.mod +14% temporal +8% light +12% darkness +3% mind +5% physical Res.pen +7% temporal +9% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +15% cold +6% mind +11% all Phys.save +24 (+12 eff.) Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +6 Wil ----- def ----- Resists +10% blight +11% all Max.HP +57.00 HP.reg +3.50 Heal.mod +10% ---------- misc Mana/turn +0.16 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +10% darkness +12% mind +13% all Phys.save +38 (+17 eff.) Spell.save +16 (+5 eff.) Mind.save +31 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +8 Wil dps ---------- Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% blight +18% darkness +30% lightning ---------- misc Light +1 A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +21% Summoned ----- def ----- Armour +7 Defense +7 (+2 eff.) Resists +7% lightning +5% temporal Crit.chn- 5.00% D.Red.from +27% Summoned Phys.save +18 (+9 eff.) Max.HP +80.00 Silence- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Dmg.mod +8% physical Res.pen +7% physical A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +9 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +21% cold Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.20 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Acc +5 (+2 eff.) Apr +2 Melee Ret 4 acid ----- def ----- Armour +7 Resists +7% lightning +7% temporal A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +16 Dex +3 Cun -9 Con dps ---------- Crit.mult +5.00% Spell.pwr +15 (+4 eff.) Mov.spd +10% Dmg.mod +9% mind ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue -7% Max.HP +41.00 ---------- misc Stam/turn +0.50 Max.psi +10.00 Max.vim +20.00 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Resists +10% fire +7% cold Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +8 Resists +7% acid +7% fire +7% lightning +8% cold ---------- misc Stam/turn +0.70 Max.stam +19.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +7 Mag +1 Wil +2 Cun +3 Con ----- def ----- Armour +8 Fatigue +3% Phys.save +16 (+8 eff.) Mind.save +14 (+6 eff.) ---------- misc Spell.cld 10% Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Armour +4 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +27 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +10% Crit.mult +7.00% Phys.pwr +30 (+15 eff.) Acc +10 (+5 eff.) ----- def ----- Armour +2 Defense +30 (+10 eff.) Resists +6% cold 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 [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +28% 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +10 Dex +8 Cun dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +5 Wil +9 Con dps ---------- Dmg.mod +18% lightning ----- def ----- Defense +2 (+1 eff.) Resists +20% lightning +10% temporal Crit.chn- 10.00% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Cun +2 Con dps ---------- Res.pen +10% cold ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind Melee Ret 6 light ----- def ----- Armour +1 Fatigue +1% ---------- misc Hate/m.crit +4.00 Max.psi +20.00 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 35.5 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Disrupt While equipped: Stats +5 Cun dps ---------- Acc +6 (+3 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +11% nature +6% blight A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +4 Wil +5 Cun +4 Con dps ---------- Dmg.mod +15% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +7 (+3 eff.) ---------- misc Stam/ret +1.20 Equi/ret +1.20 Infravis +3 See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +7% darkness Spell.save +8 (+3 eff.) Mind.save +10 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +7 Dex +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +7 (+3 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 35.5 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 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 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. |
![]() 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. |
![]() 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +1 Dex +5 Wil +2 Cun ---------- misc Light +5 See.Invis +6 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 +3 Str +1 Dex +4 Wil +1 Con dps ---------- Dmg.mod +7% mind ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Wil +1 Con dps ---------- Phys.crit +7.0% Mind.crit +7% Res.pen +5% acid Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Resists +5% arcane Max.HP +24.00 ---------- misc Max.stam +15.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 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 30 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 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. |
Achievements
By Peak Magic the Cornac Paradox Mage level 35
43rd Regrowth 123rd year of Ascendancy at 03:57 see stats
By Peak Magic the Cornac Paradox Mage level 14
15th Dusk 122nd year of Ascendancy at 20:37 see stats
By Peak Magic the Cornac Paradox Mage level 33
28th Regrowth 123rd year of Ascendancy at 04:23 see stats
By Peak Magic the Cornac Paradox Mage level 24
1st Time of Equilibrium 122nd year of Ascendancy at 20:44 see stats
By Peak Magic the Cornac Paradox Mage level 33
28th Regrowth 123rd year of Ascendancy at 05:08 see stats
By Peak Magic the Cornac Paradox Mage level 37
60th Regrowth 123rd year of Ascendancy at 07:14 see stats
By Peak Magic the Cornac Paradox Mage level 36
51st Regrowth 123rd year of Ascendancy at 14:55 see stats
By Peak Magic the Cornac Paradox Mage level 10
3rd Mirth 122nd year of Ascendancy at 13:57 see stats
By Peak Magic the Cornac Paradox Mage level 20
38th Dusk 122nd year of Ascendancy at 14:25 see stats
By Peak Magic the Cornac Paradox Mage level 30
1st Allure 123rd year of Ascendancy at 22:25 see stats
By Peak Magic the Cornac Paradox Mage level 24
4th Haze 122nd year of Ascendancy at 05:53 see stats
By Peak Magic the Cornac Paradox Mage level 30
2nd Allure 123rd year of Ascendancy at 04:54 see stats
By Peak Magic the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 18:55 see stats
By Peak Magic the Cornac Paradox Mage level 28
1st Decay 122nd year of Ascendancy at 19:28 see stats
By Peak Magic the Cornac Paradox Mage level 10
6th Flare 122nd year of Ascendancy at 22:20 see stats
By Peak Magic the Cornac Paradox Mage level 28
1st Decay 122nd year of Ascendancy at 02:17 see stats
By Peak Magic the Cornac Paradox Mage level 24
1st Haze 122nd year of Ascendancy at 04:22 see stats
By Peak Magic the Cornac Paradox Mage level 17
28th Dusk 122nd year of Ascendancy at 13:03 see stats
By Peak Magic the Cornac Paradox Mage level 36
59th Regrowth 123rd year of Ascendancy at 02:46 see stats
By Peak Magic the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 07:30 see stats
Log
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Peak Magic casts Dust to Dust.
Ogre mauler has been removed from the timeline!
Peak Magic hits Ogre mauler for 115 temporal damage.
Peak Magic killed Ogre mauler!
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Resting starts...
Peak Magic retunes the fabric of spacetime.
The shield around Peak Magic crumbles.
Talent Attenuate is ready to use.
Talent Dust to Dust is ready to use.
Peak Magic stops spinning fate.
Peak Magic stops weaving fate.
Spacetime feels more stable.
Peak Magic slows down.
Talent Stop is ready to use.
The fabric of time around Peak Magic stabilizes to normal.
Talent Seal Fate is ready to use.
Talent Webs of Fate is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Time Shield is ready to use.
Talent Haste is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
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There is a next level here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).