










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Archer |
Level / Exp | 50 / 2303% |
Size | small |
Lifes / Deaths | Killed by Porikira the gwelgoroth at level 25 on the 32nd Haze 122nd year of Ascendancy at 11:36 1 / 7Killed by multi-hued drake at level 34 on the 80th Haze 122nd year of Ascendancy at 16:25 Killed by Emeluth the xhaiak arachnomancer at level 37 on the 10th Decay 122nd year of Ascendancy at 23:34 Killed by Xanonne the xhaiak arachnomancer at level 37 on the 1st Wintertide 123rd year of Ascendancy at 02:03 Killed by orc necromancer at level 42 on the 70th Regrowth 123rd year of Ascendancy at 19:44 Killed by faerlhing at level 43 on the 71st Regrowth 123rd year of Ascendancy at 16:53 Killed by Gabek at level 50 on the 73rd Pyre 123rd year of Ascendancy at 02:40 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 106 (base 62) |
Constitution | 47 (base 33) |
Magic | 20 (base 14) |
Willpower | 54 (base 20) |
Cunning | 98 (base 60) |
Resources
Life | 1170/1170 |
Mana | 0/614 |
Stamina | 138/357 |
Healing Factor | 1.5723364354647 |
Regeneration | 53.428310580064 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +111.31652558047% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 62.681079374108 |
See Invisible | 62.681079374108 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 203 |
Accuracy | 90 |
Crit Chance | 97% |
APR | 169 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Light | +27% |
Physical | +23% |
Arcane | +44% |
Cold | +46% |
All | +14% |
Offense: Damage Penetration
Arcane | +53% |
Physical | +53% |
All | +33% |
Defense: Base
Armour (hardiness) | 37 (96.061205809432%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 51 |
Mental Save | 58 |
Defense: Resistances
Blight | + 35%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 21%( 70%) |
All | + 18%( 70%) |
Darkness | + 40%( 70%) |
Light | + 23%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 33%( 70%) |
Mind | + 27%( 70%) |
Fire | + 23%( 70%) |
Lightning | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 96% |
Silence Resistance | 81% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 171 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: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 868% 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 8 times. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 2.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Archery prowess | 1.60 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Poisons | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Glorogavena the fiery orc wyrmic. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
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 Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Dexterity 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. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 167. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 11 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Light source | ![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +13% light Res.pen +10% all Apr +9 ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 97.61 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Phys.crit +3.0% Phys.pwr +20 (+5 eff.) Dmg.mod +9% physical Res.pen +20% physical Apr +2 ----- def ----- Defense +12 (+3 eff.) Mind.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +9% lightning Max.HP +60.00 HP.reg +4.73 Blind- +24% Harden the skin for 7 turns increasing armour by 83 and armour hardiness by 70% Puts all charms on 11 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Acc +11 (+2 eff.) Apr +13 ----- def ----- Defense +17 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +15 Wil +14 Cun dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Against +45% Summoned ----- def ----- Armour +4 Resists +3% lightning +9% darkness +3% cold +6% fire +6% light D.Red.from +45% Summoned Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +16 (+4 eff.) Max.HP +63.00 Stun/Frz- +10% A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +16 mind +30 cold While equipped: dps ---------- Phys.crit +32.0% Dmg.mod +24% arcane +32% cold Res.pen +20% arcane +23% all Acc +80 (+15 eff.) Apr +23 ----- def ----- Resists +6% arcane Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +13 Con ----- def ----- Armour +23 Hardiness +13% Resists +20% blight +13% physical +5% arcane Spell.save +9 (+3 eff.) Max.HP +80.00 HP.reg +4.00 Silence- +20% 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. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Arcane/Nature While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +19% temporal Crit.chn- 15.00% Max.HP +109.00 HP.reg +17.10 Heal.mod +31% ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Masteries +0.40 Cunning/Poisons +0.40 Technique/Sniper Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 595 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 922% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 cure yourself of one random magical effect and reduce all damage taken by 23% for 4 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% 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 infusion scroll [Ego] 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 cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 59% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 3 turns. 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 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 124 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +9% light ----- def ----- Resists +9% lightning +6% light Phys.save +19 (+6 eff.) Spell.save +19 (+7 eff.) Mind.save +22 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 33 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+4 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 17 out of 60/60. 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 9 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Archery prowess Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Mag +2 Con ----- def ----- Resists +21% lightning +6% fire Spell.save +6 (+2 eff.) ---------- misc Infravis +2 Masteries +0.22 Technique/Agility Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- S.pwr/crit +6 Dmg.mod +12% lightning +21% arcane +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +31.00 HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +12 (+4 eff.) Max.HP +50.00 HP.reg +9.00 Blind- +32% ---------- misc Infravis +5 Sight +2 See.Invis +13 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% fire Acc +6 (+1 eff.) ----- def ----- Resists +6% acid +9% fire +3% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+15 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +6 Con +5 Wil dps ---------- Crit.mult +15.00% Mind.pwr +15 (+5 eff.) Dmg.mod +20% nature Melee Ret 10 nature ----- def ----- Resists +55% nature +15% temporal Mind.save +9 (+3 eff.) ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Dmg.mod +17% nature +9% physical Acc +15 (+3 eff.) Apr +18 ----- def ----- Armour +6 Defense +13 (+3 eff.) Resists +34% nature Phys.save +3 (+1 eff.) Disengage: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +1 Con dps ---------- Acc +20 (+4 eff.) ----- def ----- Armour +14 Resists +12% lightning +6% mind +20% blight Crit.chn- 10.00% Die.at -20.00 life Silence- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Silence- +40% ---------- misc Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +20% darkness ----- def ----- Resists +40% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +4 Mag +6 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +10 Wil ----- def ----- Mind.save +20 (+5 eff.) Max.HP +76.00 HP.reg +16.00 Heal.mod +19% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% light +12% physical ----- def ----- Defense +10 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.16 Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +24% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Melee+ 29 light Ranged+ 18 light Dmg.mod +18% light ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 28.0 - 36.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) ----- def ----- Resists +9% fire Max.HP +60.00 Cut- +20% ---------- misc Stam/turn +3.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Psionic Power 68.0 - 102.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +54 lightning +49 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +49% Res.pen +35% lightning +26% cold Massive two-handed mauls. |
![]() 4.0 T5 longbow 2H weapon [Ego] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +11 Dex +9 Con dps ---------- Res.pen +14% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 360 life over 5 turns Puts all charms on 11 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +17 Con +14 Wil dps ---------- Phys.crit +6.0% Acc +15 (+3 eff.) ----- def ----- Max.HP +42.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Res.pen +11% all Acc +18 (+3 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Arcane/Master Power 55.5 - 77.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +30 cold Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 33 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 62 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 4.0 T5 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 fire While equipped: Stats +5 Dex dps ---------- Dmg.mod +19% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +14 Con +15 Wil dps ---------- Phys.crit +7.0% Acc +15 (+3 eff.) ----- def ----- Max.HP +110.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [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 +19% Crit.mult +39.00% Spell.pwr +24 (+12 eff.) Melee+ 29 fire Dmg.mod +30% light ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Nature 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 ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +24 (+12 eff.) Melee+ 35 arcane Dmg.mod +30% fire ----- def ----- Defense +15 (+3 eff.) ---------- misc Max.mana +117.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 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 86.66 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. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +22 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Normal] Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% One-handed war axes. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% light +15% temporal Res.pen +20% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 ---------- misc Light +3 Create a temporary shield that absorbs 410 damage Puts all charms on 17 cooldown A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 17 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 40% chance to evade melee and ranged attacks and 75 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% ----- def ----- Armour +7 Create a temporary shield that absorbs 203 damage Puts all charms on 17 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +15% lightning ----- def ----- Resists +9% cold Phys.save +6 (+2 eff.) Disease- +20% Cut- +20% Confus- +10% Pinning- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +8 Defense +40 (+8 eff.) Resists +24% light +27% fire Mind.save +22 (+6 eff.) Die.at -99.76 life ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +25 (+5 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Max.HP +54.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +8% ----- def ----- Defense +3 (+1 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +18% blight +15% all Max.HP +87.00 HP.reg +5.50 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +5 Cun +4 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +9% lightning Res.pen +10% mind +7% physical Melee Ret 6 lightning ----- def ----- Armour +3 Blindside: Puts all charms on 14 cooldown Level 2.5 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Spell.pwr +35 (+17 eff.) Dmg.mod +18% acid +24% nature Apr +11 On Hit (Melee): * 24% chance to slow global speed by 59% ----- def ----- Armour +5 Fatigue +4% Spell.save +18 (+6 eff.) ---------- misc Mana/turn +0.48 Mana/s.crit +2.40 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 [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Dex +6 Wil +8 Cun ----- def ----- Armour +5 Fatigue +4% Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 3.2 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 173% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 ---------- misc Mana/turn +0.52 Max.mana +60.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +7 Str +9 Con dps ---------- Mov.spd +10% Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue -10% Max.HP +60.00 ---------- misc Stam/turn +0.90 Size +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -10% Max.HP +34.00 ---------- misc Stam/turn +2.00 Max.stam +29.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold Crit.chn- 10.00% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Cun +6 Dex dps ---------- Dmg.mod +24% acid Res.pen +25% nature +25% light Acc +10 (+2 eff.) Apr +14 ----- def ----- Armour +3 Fatigue +5% Resists +20% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 11 cooldown Level 7.2 Pwr.cost 11 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 196% damage with a 32% 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. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +5 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane +24% cold Phys.save +20 (+7 eff.) ---------- misc Max.psi +30.00 Infravis +2 See.Invis +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+7 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 17 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 22 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% acid +13% lightning +15% cold +13% arcane +10% fire ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness +12% temporal +9% light +14% physical ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +6 Cun +9 Wil ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +12% Resists +9% acid +11% cold Mind.save +25 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +16% blight +20% nature +29% acid A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Defense +20 (+4 eff.) Fatigue +8% Resists +15% acid +15% cold +16% nature +19% blight ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Max.HP +71.00 HP.reg +8.00 Heal.mod +18% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +7 Str +6 Dex dps ---------- Phys.crit +6.0% Apr +10 ----- def ----- Armour +7 Defense +23 (+5 eff.) Fatigue +8% Phys.save +12 (+4 eff.) ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 186 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Disrupt/Master While equipped: Stats +4 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Resists +20% nature +19% blight D.Red.from +13% Unnatural Max.HP +100.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane While equipped: Stats +8 Str +9 Mag +9 Wil dps ---------- Phys.crit +7.0% Spell.crit +9% Mind.crit +10% Phys.pwr +25 (+6 eff.) Spell.pwr +24 (+12 eff.) Mind.pwr +23 (+8 eff.) Melee+ 23 acid 19 fire Melee Ret 12 acid 15 fire ----- def ----- Armour +16 Fatigue +22% Resists +25% acid +30% fire +19% lightning A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +15% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (272) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +14 (+3 eff.) Melee+ 26 lightning Melee Ret 20 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Str +11 Dex dps ---------- Phys.crit +18.0% Phys.pwr +13 (+3 eff.) Acc +21 (+4 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Str +6 Dex dps ---------- Acc +24 (+5 eff.) ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 43 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +16% temporal +15% light +11% fire ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (248) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Rare] Psionic Power 35.5 - 49.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +2.0% Capacity 14 Proj.spd +200% Ranged+ +21 physical On Hit.r1 +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Ego+] Nature/Master Power 74.0 - 103.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 179 physical damage On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego] Nature/Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 60 Ranged+ +17 nature While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 65.0 - 91.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +20.0% Capacity 20 Proj.spd +200% Ranged+ +27 blight On Hit: 20% Epidemic 5 On Hit: * 29% chance to reduce strength, dexterity, and constitution by 12 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego++] Master/Psionic Power 52.5 - 73.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +22 Crit +8.5% Capacity 24 Proj.spd +200% Ranged+ +32 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Nature/Master Power 72.0 - 100.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +30 Crit +18.0% Capacity 22 Proj.spd +200% Ranged+ +45 lightning On Crit.r2 +21 lightning Arrows are used with bows to pierce your foes to death. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 35.58 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +17 (+8 eff.) Dmg.mod +15% light +6% blight Res.pen +30% arcane +20% cold Melee Ret 4 arcane 50 fire ----- def ----- Resists +19% fire +14% darkness +15% cold Affinity +5% light ---------- misc Light +10 Sun Flare: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 97.61 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+5 eff.) ----- def ----- Mind.save +14 (+4 eff.) HP.reg +4.00 Heal.mod +15% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 See.Stealth +16 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Ego++] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Spell.pwr +17 (+8 eff.) ----- def ----- Defense +12 (+3 eff.) Phys.save +20 (+7 eff.) Spell.save +16 (+6 eff.) Mind.save +19 (+5 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red 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. |
![]() 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 17 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 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego] Arcane/Master Power 65.0 - 78.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +17 temporal On Hit: * 14% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 394 physical damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light +6% fire Res.pen +25% fire ----- def ----- Resists +6% acid +12% fire +6% light Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 9 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- S.pwr/crit +8 Res.pen +10% arcane ----- def ----- Mind.save +15 (+4 eff.) Die.at -60.00 life Disarm- +24% ---------- misc Mana/turn +0.04 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1116 Base Damage: 393 Armor: 42 All Resist: 16 Puts all charms on 14 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 33% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% light +20% nature Melee Ret 4 light 8 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 ----- def ----- Resists +6% blight Create a shield absorbing up to 368 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 75 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 20 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Gabek the Yeek Archer level 33
54th Haze 122nd year of Ascendancy at 08:26 see stats
By Gabek the Yeek Archer level 49
1st Time of Balance 123rd year of Ascendancy at 15:54 see stats
By Gabek the Yeek Archer level 37
1st Wintertide 123rd year of Ascendancy at 12:04 see stats
By Gabek the Yeek Archer level 41
49th Regrowth 123rd year of Ascendancy at 13:06 see stats
By Gabek the Yeek Archer level 36
9th Decay 122nd year of Ascendancy at 09:39 see stats
By Gabek the Yeek Archer level 22
20th Haze 122nd year of Ascendancy at 11:18 see stats
By Gabek the Yeek Archer level 35
1st Decay 122nd year of Ascendancy at 03:30 see stats
By Gabek the Yeek Archer level 50
1st Pyre 123rd year of Ascendancy at 00:54 see stats
By Gabek the Yeek Archer level 21
7th Haze 122nd year of Ascendancy at 21:12 see stats
By Gabek the Yeek Archer level 26
34th Haze 122nd year of Ascendancy at 13:20 see stats
By Gabek the Yeek Archer level 50
25th Pyre 123rd year of Ascendancy at 20:24 see stats
By Gabek the Yeek Archer level 50
48th Pyre 123rd year of Ascendancy at 20:54 see stats
By Gabek the Yeek Archer level 10
6th Mirth 122nd year of Ascendancy at 04:47 see stats
By Gabek the Yeek Archer level 20
4th Haze 122nd year of Ascendancy at 16:31 see stats
By Gabek the Yeek Archer level 30
48th Haze 122nd year of Ascendancy at 04:11 see stats
By Gabek the Yeek Archer level 40
31st Regrowth 123rd year of Ascendancy at 13:47 see stats
By Gabek the Yeek Archer level 50
1st Time of Balance 123rd year of Ascendancy at 23:39 see stats
By Gabek the Yeek Archer level 50
24th Pyre 123rd year of Ascendancy at 22:28 see stats
By Gabek the Yeek Archer level 46
77th Regrowth 123rd year of Ascendancy at 00:17 see stats
By Gabek the Yeek Archer level 33
72nd Haze 122nd year of Ascendancy at 09:21 see stats
By Gabek the Yeek Archer level 42
66th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Gabek the Yeek Archer level 26
41st Haze 122nd year of Ascendancy at 00:24 see stats
By Gabek the Yeek Archer level 35
6th Decay 122nd year of Ascendancy at 07:12 see stats
By Gabek the Yeek Archer level 50
73rd Pyre 123rd year of Ascendancy at 02:39 see stats
By Gabek the Yeek Archer level 12
2nd Summertide 122nd year of Ascendancy at 03:05 see stats
By Gabek the Yeek Archer level 50
24th Pyre 123rd year of Ascendancy at 20:36 see stats
By Gabek the Yeek Archer level 50
73rd Pyre 123rd year of Ascendancy at 02:40 see stats
By Gabek the Yeek Archer level 44
73rd Regrowth 123rd year of Ascendancy at 00:23 see stats
By Gabek the Yeek Archer level 17
76th Dusk 122nd year of Ascendancy at 07:46 see stats
By Gabek the Yeek Archer level 45
75th Regrowth 123rd year of Ascendancy at 16:10 see stats
By Gabek the Yeek Archer level 39
18th Regrowth 123rd year of Ascendancy at 15:51 see stats
By Gabek the Yeek Archer level 29
47th Haze 122nd year of Ascendancy at 16:58 see stats
By Gabek the Yeek Archer level 21
7th Haze 122nd year of Ascendancy at 18:49 see stats
By Gabek the Yeek Archer level 50
73rd Pyre 123rd year of Ascendancy at 02:40 see stats
By Gabek the Yeek Archer level 32
51st Haze 122nd year of Ascendancy at 23:43 see stats
Log
The siege arrow creates a shockwave!
Gabek's Headshot hits Elandar for 1220 physical, 26 cold, (6 ignored), 0 mind (1246 total damage).
Talent Vital Shot is ready to use.
Talent Called Shots is ready to use.
Talent Fragmentation Shot is ready to use.
Uruivellas's firestorm hits High Sun Paladin Aeryn for 184 fire damage.
High Sun Paladin Aeryn receives 8 healing from Shield of Light.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 541 healing.
Something hits High Sun Paladin Aeryn for 142 physical damage.
High Sun Paladin Aeryn receives 8 healing from Shield of Light.
Gabek uses Snipe.
Gabek takes aim...
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Elandar's corpse!
Gabek receives 76 healing from Deadly Poison from Gabek.
Deadly Poison from Gabek hits Elandar for 106 nature damage.
Bleeding from Gabek hits Elandar for 331 physical damage.
Bleeding from Gabek killed Elandar!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Nightmare (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Nightmare (Adventure) difficulty)!
Saving game...
Saving done.