









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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:
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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 2030% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 13 on the 30th Haze 122nd year of Ascendancy at 05:46 5 / 2Killed by Atamathon the Giant Golem at level 50 on the 56th Regrowth 124th year of Ascendancy at 00:56 |
Primary Stats
Strength | 27 (base 12) |
Dexterity | 53 (base 8) |
Constitution | 71 (base 36) |
Magic | 160 (base 61) |
Willpower | 108 (base 63) |
Cunning | 102 (base 60) |
Resources
Life | 923/923 |
Mana | 678/678 |
Healing Factor | 1.381801953332 |
Regeneration | 0.345450488333 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45.140895148427% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11.54964786986 |
Infravision | 3 |
See Stealth | 12.443329524725 |
See Invisible | 28.92054155395 |
Offense: Mainhand
Damage | 167 |
Accuracy | 55 |
Crit Chance | 46% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 113 |
Crit Chance | 81% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +98% |
Mind | +33% |
All | +13% |
Lightning | +185% |
Light | +19% |
Physical | +16% |
Cold | +112% |
Fire | +101% |
Darkness | +33% |
Offense: Damage Penetration
Physical | +65% |
Lightning | +145% |
Light | +40% |
Cold | +105% |
Blight | +30% |
Arcane | +80% |
Fire | +95% |
All | +25% |
Defense: Base
Armour (hardiness) | 34.516109113804 (57.718496631565%) |
Defense | 90 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 61 |
Mental Save | 67 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 66%( 70%) |
Cold | + 50%( 70%) |
All | + 30%( 70%) |
Darkness | + 51%( 70%) |
Light | + 34%( 70%) |
Mind | + 41%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1112 damage for 7 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 388 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1560% for 10 turns (140 total) and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.45 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Chant of Fortitude |
talent | Secrets of the Eternals |
talent | Phantasmal Shield |
talent | Keen Senses |
talent | Arcane Shield |
talent | Feather Wind |
talent | Thunderstorm |
talent | Disruption Shield |
talent | Tempest |
talent | Arcane Power |
talent | Defensive Posture |
talent | Aether Permeation |
talent | Shielding |
talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning 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 found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1708. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Agrimley the hermit has completed an elixir of focus without your aid. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within9 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +23 Dex +6 Wil +6 Con +14 Lck dps ---------- Spell.pwr +13 (+2 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +6% light Res.pen +10% physical +15% light +25% cold Melee Ret 8 cold ----- def ----- Armour +5 Defense +21 (+4 eff.) Resists +6% light Stealth +10 ---------- misc Light +4 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Cun +7 Mag dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +12 (+2 eff.) S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 ----- def ----- Resists +6% blight ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +16 Mag +9 Wil +6 Con dps ---------- Mind.crit +5% Spell.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +20% mind +20% darkness ----- def ----- Defense +3 (+0 eff.) Resists +6% acid +15% mind +30% darkness Crit.chn- 10.00% Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +18 (+4 eff.) ---------- misc Max.psi +24.00 Infravis +3 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +4 ----- def ----- Resists +18% lightning Phys.save +12 (+4 eff.) Disease- +20% ---------- misc Max.stam +30.00 Create a shield absorbing up to 756 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase all damage by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +14% cold +6% all ----- def ----- Resists +28% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +8 Con dps ---------- Phys.pwr +25 (+7 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +21% lightning Acc +20 (+6 eff.) ----- def ----- Resists +21% lightning Mind.save +10 (+2 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. |
In main hand | ![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +1 Str +3 Dex +2 Con dps ---------- Spell.crit +9% Spell.pwr +16 (+2 eff.) Mind.pwr +9 (+2 eff.) Melee+ 15 lightning 40 mind 38 darkness Dmg.mod +11% lightning +3% physical Res.pen +5% blight +30% physical On Hit (Melee): * 24% chance to reduce all saves and defense by 40 ----- def ----- Armour +9 Resists +10% lightning Phys.save +9 (+3 eff.) Mind.save +6 (+1 eff.) Die.at -40.00 life Max.HP +68.00 ---------- misc Mana/turn +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +1 Dex +4 Mag +1 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +10 (+2 eff.) Dmg.mod +3% fire Res.pen +15% fire ----- def ----- Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.pwr +25 (+4 eff.) Dmg.mod +18% lightning Melee Ret 4 blight ---------- misc Max.mana +100.00 Masteries +0.15 Spell/Temporal Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 3 light, 5 blight, 5 fire, 4 mind, 4 physical 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 11 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 1567 damage for 6 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 657.66 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2094% for 10 turns (188 total) and instantly restoring 105 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 273 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 212 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 658 damage for 4 turns. Its effects scale with your Willpower 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 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 6 light 8 mind 4 arcane ----- def ----- Resists +12% light Phys.save +12 (+4 eff.) Spell.save +19 (+5 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Armour +2 Resists +13% lightning Phys.save +3 (+1 eff.) Poison- +20% Stun/Frz- +20% ---------- misc Light +3 Masteries +0.18 Spell/Temporal +0.18 Spell/Divination Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+1 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 846.80 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil +5 Mag dps ---------- Res.pen +15% mind Apr +5 ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.psi +50.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +13% lightning Stun/Frz- +24% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Con ----- def ----- Armour +4 Defense +8 (+1 eff.) Res.Cap +2% all Phys.save +11 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +14 (+4 eff.) Spell.save +18 (+5 eff.) Mind.save +10 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +1 Mag +4 Con dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +12 (+4 eff.) Max.HP +51.00 HP.reg +6.00 ---------- misc Mana/turn +0.32 Max.mana +44.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +18% nature Res.pen +25% light +10% temporal Melee Ret 6 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +20% lightning +15% physical Melee Ret 4 nature ----- def ----- Die.at -80.00 life HP.reg +4.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Phys.save +13 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +5 See.Stealth +8 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +8 Dex +8 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Ignore.dmg +8% Affinity +20% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Wil dps ---------- Spell.pwr +30 (+5 eff.) S.pwr/crit +6 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- HP.reg +6.00 Stun/Frz- +38% ---------- misc Max.mana +60.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +20 (+4 eff.) Resists +6% blight +15% temporal Phys.save +9 (+3 eff.) Spell.save +6 (+2 eff.) HP.reg +8.00 Blind- +10% Pinning- +20% Stun/Frz- +44% Rings make your fingers look great! |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 43 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +54.00% Spell.pwr +32 (+5 eff.) Melee+ 49 fire Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% arcane Melee Ret 4 light ----- def ----- Resists +3% light ---------- misc Light +3 See.Invis +22 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] 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 +5% Spell.pwr +34 (+5 eff.) Dmg.mod +30% lightning +30% arcane +30% fire +9% mind +30% cold Res.pen +25% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 40 ----- def ----- Armour +7 Defense +7 (+1 eff.) ---------- misc Mana/turn +0.30 Wards +2 lightning +2 cold +2 arcane +2 fire Talents +2 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] 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 +20% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning +16% cold Res.pen +16% temporal +26% light +26% mind Melee Ret 6 mind ----- def ----- Resists +9% light +16% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +4% Spell.pwr +21 (+3 eff.) Dmg.mod +33% lightning +25% fire Res.pen +35% light Melee Ret 8 nature 10 light ----- def ----- HP.reg +1.70 Heal.mod +25% ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+2 eff.) ----- def ----- Defense +4 (+1 eff.) Resists +30% blight +30% lightning Affinity +20% lightning Phys.save +4 (+1 eff.) Spell.save +19 (+5 eff.) Mind.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 42.0 - 50.4 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 +5% Spell.pwr +20 (+3 eff.) Dmg.mod +33% lightning +42% arcane +21% blight Res.pen +15% light +15% acid ----- def ----- Resists +24% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +5 Cun +7 Con dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +28 (+4 eff.) Dmg.mod +30% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +31.00 Max.N.En +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] 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 +5% Spell.pwr +34 (+5 eff.) Dmg.mod +42% lightning +12% temporal Res.pen +15% lightning +40% temporal ----- def ----- Resists +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 42.0 - 50.4 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 +5% Spell.pwr +18 (+3 eff.) Dmg.mod +42% lightning ----- def ----- Armour +9 Defense +10 (+2 eff.) ---------- misc Wards +3 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +2 Str +8 Mag +5 Wil dps ---------- Spell.crit +4% Dmg.mod +6% physical Res.pen +5% light +15% physical ----- def ----- Resists +5% light +5% darkness ---------- misc Mana/turn +0.10 Max.mana +26.00 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 (+3 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 29 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 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Con dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +5 (+1 eff.) Spell.pwr +10 (+1 eff.) Dmg.mod +9% lightning Apr +2 ----- def ----- Phys.save +12 (+4 eff.) Mind.save +13 (+3 eff.) Anom.red +16 Max.HP +104.00 ---------- misc Max.mana +65.00 Max.stam +65.00 Max.hate +20.00 Max.psi +28.00 Max.vim +37.00 Max.P.En +30.00 Max.N.En +37.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +18% lightning +6% cold Melee Ret 8 lightning ----- def ----- Resists +6% cold +6% fire +6% nature +12% light Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +11 Dex +3 Wil +11 Cun +6 Lck dps ---------- Phys.crit +7.0% Mind.crit +6% Crit.mult +5.00% Spell.pwr +30 (+5 eff.) Dmg.mod +3% blight On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 43 * 24% chance to reduce damage dealt by 32% ----- def ----- Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+2 eff.) Stealth +6 ---------- misc T.Disarm +10 Mana/turn +0.16 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +15 (+3 eff.) Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 53% ----- def ----- Armour +22 Defense +11 (+2 eff.) Fatigue -8% Phys.save +15 (+5 eff.) ---------- misc Max.enc +35 Create a temporary shield that absorbs 547 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 darkness ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +5% arcane Phys.save +6 (+2 eff.) Max.HP +40.00 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 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +2% physical Phys.save +9 (+3 eff.) Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% temporal Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Confus- +10% ---------- misc Max.mana +43.00 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 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% 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. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +14 (+2 eff.) Dmg.mod +9% physical +7% temporal +10% all Res.pen +9% temporal +6% physical ----- def ----- Resists +13% all Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +7 Str +6 Mag +4 Wil dps ---------- Dmg.mod +17% lightning +14% physical +15% cold ----- def ----- Resists +9% blight +12% cold +9% lightning +13% all Max.HP +56.00 HP.reg +2.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +5 (+0 eff.) Dmg.mod +14% arcane +9% temporal ----- def ----- Resists +13% all ---------- misc Max.mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +23% nature ----- def ----- Resists +10% blight +13% all Max.HP +76.00 HP.reg +3.00 Heal.mod +12% Poison- +32% Disease- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +9% all Poison- +28% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats -9 Str +11 Mag +5 Wil +4 Cun dps ---------- Dmg.mod +9% cold Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 69% ----- def ----- Armour +4 Fatigue +3% Resists +9% cold Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) HP.reg +4.00 Heal.mod +14% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +25% fire +10% physical Apr +2 ----- def ----- Armour +3 Die.at -40.00 life ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Lck +3 Con dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Armour +1 Stealth +6 ---------- misc Equi/ret +0.16 See.Invis +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +5 Str +7 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Resists +7% lightning +7% temporal ---------- misc Size +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Crit.mult +5.00% Melee+ 7 darkness Dmg.mod +6% darkness Res.pen +5% cold Acc +5 (+1 eff.) Apr +8 ----- def ----- Armour +5 Resists +5% darkness Mind.save +5 (+1 eff.) Max.HP +54.00 ---------- misc Hate/m.crit +4.00 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning Res.pen +15% arcane Melee Ret 6 arcane ----- def ----- Armour +2 Resists +7% lightning +12% cold +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% 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 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +4 Wil +3 Cun dps ---------- Melee+ 4 acid 6 fire 4 cold 5 lightning Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +7 Mind.save +8 (+2 eff.) Max.HP +71.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +5 (+0 eff.) Melee+ 7 arcane 5 light Dmg.mod +5% arcane +5% light ----- def ----- Armour +2 Resists +5% arcane +7% light 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 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Melee+ 11 lightning Dmg.mod +8% lightning ----- def ----- Armour +3 Resists +7% lightning 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 While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+1 eff.) Melee+ 8 arcane 5 temporal Ranged+ 7 temporal Dmg.mod +5% arcane +6% temporal ----- def ----- Armour +2 Resists +4% arcane +8% temporal 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. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+3 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 T3 head armor [Unique] Arcane While equipped: Stats +9 Mag +13 Wil +1 Cun dps ---------- Spell.crit +6% Dmg.mod +18% blight +26% arcane Melee Ret 10 vim draining blight 4 fire ----- def ----- Resists +9% darkness ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 25% and all saves by 43, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +14% cold ---------- misc Infravis +3 Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Mind.save +9 (+2 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +7% temporal +3% fire ---------- misc Psi/ret +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +6% light ----- def ----- Defense +1 (+0 eff.) Resists +19% lightning +3% light Mind.save +3 (+0 eff.) Cut- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +3.20 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +16% nature +9% light Res.pen +25% light +20% temporal ----- def ----- Defense +2 (+0 eff.) Resists +24% lightning +15% temporal +33% nature A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +5% temporal +5% light +3% fire +5% nature +4% acid +5% blight +5% cold +4% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +11% cold +4% all Phys.save +10 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +30% temporal Res.pen +25% lightning ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +26% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light +3% nature HP.reg +4.00 Heal.mod +10% Knockbk- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Cun +2 Con dps ---------- Dmg.mod +10% acid +12% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% acid ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.22 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Nature While equipped: Stats +3 Str +5 Dex +8 Cun +4 Con dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+1 eff.) Fatigue +3% A cap made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Random Unique] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Armour +11 Defense +13 (+2 eff.) Fatigue +8% Resists +20% acid +6% mind +20% lightning A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +10 Defense +17 (+3 eff.) Fatigue +8% Resists +9% acid +6% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.2 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 131.34 cold damage and 71.87 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag +3 Cun +5 Con dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +6% cold Melee Ret 8 temporal ----- def ----- Resists +3% cold Crit.chn- 10.00% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(156 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 78.59 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +8% blight HP.reg +1.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 949.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% light ----- def ----- Armour +12 Resists +6% light +6% fire HP.reg +4.00 Sting an enemy dealing 280 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Str +2 Dex +5 Con dps ---------- Dmg.mod +6% arcane +9% nature ----- def ----- Resists +5% arcane ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 498 Base Damage: 213 Armor: 17 All Resist: 17 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +9% fire +9% mind +12% temporal Spell.save +18 (+5 eff.) Confus- +20% Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1020 Base Damage: 420 Armor: 40 All Resist: 40 Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Wil +5 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +1.00 Max.vim +20.00 Light +1 Fire a magical bolt dealing 329 cold damage Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% nature +3% darkness ----- def ----- Resists +6% fire +3% light +6% nature Fire a magical bolt dealing 299 lightning damage Puts all charms on 15 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 [Ego+] Arcane Create a shield absorbing up to 453 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 891 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 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 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Tim the Wizard the Shalore Archmage level 38
2nd Flare 123rd year of Ascendancy at 09:46 see stats
By Tim the Wizard the Shalore Archmage level 37
3rd Mirth 123rd year of Ascendancy at 14:32 see stats
By Tim the Wizard the Shalore Archmage level 34
67th Pyre 123rd year of Ascendancy at 23:25 see stats
By Tim the Wizard the Shalore Archmage level 45
60th Dusk 123rd year of Ascendancy at 13:02 see stats
By Tim the Wizard the Shalore Archmage level 42
29th Dusk 123rd year of Ascendancy at 04:47 see stats
By Tim the Wizard the Shalore Archmage level 50
73rd Haze 123rd year of Ascendancy at 18:49 see stats
By Tim the Wizard the Shalore Archmage level 40
10th Dusk 123rd year of Ascendancy at 06:59 see stats
By Tim the Wizard the Shalore Archmage level 50
36th Pyre 124th year of Ascendancy at 20:00 see stats
By Tim the Wizard the Shalore Archmage level 15
45th Haze 122nd year of Ascendancy at 03:05 see stats
By Tim the Wizard the Shalore Archmage level 44
58th Dusk 123rd year of Ascendancy at 09:13 see stats
By Tim the Wizard the Shalore Archmage level 39
6th Dusk 123rd year of Ascendancy at 19:42 see stats
By Tim the Wizard the Shalore Archmage level 35
75th Pyre 123rd year of Ascendancy at 08:28 see stats
By Tim the Wizard the Shalore Archmage level 25
31st Regrowth 123rd year of Ascendancy at 14:31 see stats
By Tim the Wizard the Shalore Archmage level 50
39th Regrowth 124th year of Ascendancy at 07:04 see stats
By Tim the Wizard the Shalore Archmage level 19
77th Haze 122nd year of Ascendancy at 06:37 see stats
By Tim the Wizard the Shalore Archmage level 29
78th Regrowth 123rd year of Ascendancy at 16:22 see stats
By Tim the Wizard the Shalore Archmage level 50
1st Decay 123rd year of Ascendancy at 14:57 see stats
By Tim the Wizard the Shalore Archmage level 50
35th Regrowth 124th year of Ascendancy at 04:02 see stats
By Tim the Wizard the Shalore Archmage level 45
58th Dusk 123rd year of Ascendancy at 12:59 see stats
By Tim the Wizard the Shalore Archmage level 50
49th Pyre 124th year of Ascendancy at 05:56 see stats
By Tim the Wizard the Shalore Archmage level 38
4th Dusk 123rd year of Ascendancy at 00:47 see stats
By Tim the Wizard the Shalore Archmage level 29
53rd Regrowth 123rd year of Ascendancy at 00:47 see stats
By Tim the Wizard the Shalore Archmage level 43
29th Dusk 123rd year of Ascendancy at 07:11 see stats
By Tim the Wizard the Shalore Archmage level 30
20th Pyre 123rd year of Ascendancy at 05:36 see stats
By Tim the Wizard the Shalore Archmage level 10
4th Haze 122nd year of Ascendancy at 10:58 see stats
By Tim the Wizard the Shalore Archmage level 20
78th Haze 122nd year of Ascendancy at 06:01 see stats
By Tim the Wizard the Shalore Archmage level 30
7th Pyre 123rd year of Ascendancy at 21:52 see stats
By Tim the Wizard the Shalore Archmage level 40
6th Dusk 123rd year of Ascendancy at 19:42 see stats
By Tim the Wizard the Shalore Archmage level 50
70th Haze 123rd year of Ascendancy at 02:11 see stats
By Tim the Wizard the Shalore Archmage level 49
54th Haze 123rd year of Ascendancy at 16:56 see stats
By Tim the Wizard the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:13 see stats
By Tim the Wizard the Shalore Archmage level 50
15th Regrowth 124th year of Ascendancy at 11:17 see stats
By Tim the Wizard the Shalore Archmage level 50
26th Regrowth 124th year of Ascendancy at 14:32 see stats
By Tim the Wizard the Shalore Archmage level 29
58th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Tim the Wizard the Shalore Archmage level 28
41st Regrowth 123rd year of Ascendancy at 04:39 see stats
By Tim the Wizard the Shalore Archmage level 48
42nd Haze 123rd year of Ascendancy at 21:45 see stats
By Tim the Wizard the Shalore Archmage level 28
39th Regrowth 123rd year of Ascendancy at 19:32 see stats
By Tim the Wizard the Shalore Archmage level 18
71st Haze 122nd year of Ascendancy at 20:10 see stats
By Tim the Wizard the Shalore Archmage level 40
7th Dusk 123rd year of Ascendancy at 00:43 see stats
By Tim the Wizard the Shalore Archmage level 50
39th Regrowth 124th year of Ascendancy at 07:03 see stats
By Tim the Wizard the Shalore Archmage level 10
15th Haze 122nd year of Ascendancy at 05:31 see stats
By Tim the Wizard the Shalore Archmage level 50
34th Regrowth 124th year of Ascendancy at 03:14 see stats
By Tim the Wizard the Shalore Archmage level 21
7th Decay 122nd year of Ascendancy at 21:45 see stats
By Tim the Wizard the Shalore Archmage level 46
74th Dusk 123rd year of Ascendancy at 03:24 see stats
By Tim the Wizard the Shalore Archmage level 24
14th Regrowth 123rd year of Ascendancy at 17:58 see stats
By Tim the Wizard the Shalore Archmage level 18
70th Haze 122nd year of Ascendancy at 23:42 see stats
By Tim the Wizard the Shalore Archmage level 36
2nd Mirth 123rd year of Ascendancy at 18:43 see stats
Log
Space around you starts to dissolve...
Tim the Wizard stops being poisoned.
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Grace of the Eternals is ready to use.
Tim the Wizard casts Grace of the Eternals.
Tim the Wizard speeds up.
Tim the Wizard slows down.
You are yanked out of this place!
Rested for 38 turns (stop reason: dialog is displayed).
You gain 10.00 gold from the transmogrification of Planar Beacon.
You gain 8.66 gold from the transmogrification of tormentor's elven-silk robe of fire (+15%) (0 def, 0 armour).
You gain 2.99 gold from the transmogrification of gifted living mindstar of life (17-19 power, 40 apr, mind damage).
You gain 5.14 gold from the transmogrification of balanced voratun longsword of massacre (54-76 power, 6 apr).
You gain 11.18 gold from the transmogrification of stormbringer's voratun greatsword (62-100 power, 4 apr).
You gain 6.27 gold from the transmogrification of hateful voratun greatsword of paradox (63-101 power, 4 apr).
You gain 5.73 gold from the transmogrification of truestriking voratun dagger of massacre (48-62 power, 9 apr).
You gain 5.03 gold from the transmogrification of voratun amulet of the eclipse.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
The furious lightning storm around Tim the Wizard calms down and disappears.