










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 50 / 1865% |
Size | medium |
Lifes / Deaths | Killed by Layawen the patchwork troll at level 36 on the 72nd Haze 123rd year of Ascendancy at 06:20 / 1 |
Primary Stats
Strength | 20 (base 11) |
Dexterity | 53 (base 32) |
Constitution | 45 (base 7) |
Magic | 143 (base 65) |
Willpower | 92 (base 60) |
Cunning | 90 (base 58) |
Resources
Life | 669/669 |
Mana | 523/523 |
Healing Factor | 1.2511689881047 |
Regeneration | 0.31279224702618 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.20512205326% |
Spell | 0% |
Global | +126.58634646151% |
Vision
Sight | 10 |
Lite | 16.313608305156 |
See Stealth | 45 |
See Invisible | 45 |
Offense: Mainhand
Damage | 55 |
Accuracy | 45 |
Crit Chance | 47% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Physical | +40% |
Lightning | +82% |
Nature | +57% |
Cold | +52% |
Blight | +50% |
Arcane | +76% |
Fire | +40% |
All | +36% |
Offense: Damage Penetration
Nature | +45% |
Lightning | +80% |
Arcane | +62% |
All | +25% |
Defense: Base
Armour (hardiness) | 52 (51.69962066283%) |
Defense | 82 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 58 |
Mental Save | 60 |
Defense: Resistances
Acid | + 54%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Lightning | + 65%( 70%) |
Light | + 47%( 70%) |
Temporal | + 44%( 70%) |
Physical | + 42%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 70%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Silence Resistance | 100% |
Confusion Resistance | 100% |
Knockback Resistance | 10% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 1373 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1358% for 10 turns (5188 total) and instantly restoring 68 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 8 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 39 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. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Arcane | 1.40 |
| 1/5 |
| 1/5 |
| 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 / Storm | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
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 | Phantasmal Shield |
talent | Arcane Power |
talent | Thunderstorm |
talent | Aether Permeation |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Essence of Speed |
talent | Shielding |
talent | Disruption Shield |
beneficial effect | The mana surge engulfs the target, regenerating 35.58 mana per turn. Surging mana |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by lesser vampire. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Jon Irenicus. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Jon Irenicus. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 fire 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 |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * 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: 1925. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 While equipped: Stats +6 Mag dps ---------- Dmg.mod +6% nature Res.pen +20% arcane Melee Ret 6 nature ----- def ----- Armour +5 Resists +11% cold +13% fire Silence- +45% Confus- +50% Stun/Frz- +41% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag dps ---------- Spell.pwr +17 (+3 eff.) ----- def ----- Resists +18% fire Mind.save +13 (+3 eff.) Blind- +50% Confus- +30% Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Light +14 See.Stealth +45 See.Invis +45 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +8% Crit.mult +20.00% S.pwr/crit +8 Dmg.mod +14% blight +13% arcane Phasing +30% Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +9% temporal Max.HP +60.00 A cap made of leather. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +30 (+6 eff.) Resists +15% light +6% darkness Stun/Frz- +20% Knockbk- +10% Create a shield absorbing up to 478 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +6 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +18% acid +31% fire +22% cold +23% lightning Mind.save +10 (+2 eff.) Confus- +44% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.6 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 503.07 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +10 Resists +7% acid +6% physical +8% cold +9% fire +5% arcane +10% lightning Mind.save +18 (+4 eff.) ---------- misc Mana/s.crit +2.09 Vim/s.crit +2.09 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +8 Cun +8 Con dps ---------- Spell.crit +23% Crit.mult +46.00% Spell.pwr +15 (+3 eff.) Dmg.mod +15% nature +30% lightning Res.pen +5% lightning +20% nature Melee Ret 10 nature ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +46.00 Max.N.En +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +6 Dex dps ---------- Spell.crit +8% Spell.pwr +11 (+2 eff.) Acc +9 (+3 eff.) Apr +12 ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 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. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun +25 Con dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% darkness +20% cold +25% nature +10% fire +10% arcane +13% all Crit.chn- 23.00% Spell.save +20 (+5 eff.) Mind.save +15 (+4 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. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +7 (+1 eff.) Dmg.mod +12% arcane Res.pen +7% arcane ----- def ----- Armour +11 Defense +3 (+0 eff.) Resists +21% cold ---------- misc Max.mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +10 Resists +10% all Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 704.48 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 11 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 1703% for 10 turns (6505 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 1459% for 10 turns (5573 total) and instantly restoring 73 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 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 243 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 778 damage for 9 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 [Normal] 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 5 times. 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! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +15% lightning Stun/Frz- +26% ---------- misc Max.hate +10.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Con dps ---------- Phys.pwr +10 (+5 eff.) Acc +20 (+7 eff.) ---------- misc Max.stam +30.00 Masteries +0.19 Spell/Air Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +7 Mag +2 Wil +2 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +12% darkness +7% fire +6% lightning +6% cold Res.pen +25% temporal ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex ----- def ----- Armour +5 Defense +7 (+1 eff.) Res.Cap +4% all Phys.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun +6 Wil dps ---------- Crit.mult +15.00% Phasing +20% Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +15% nature Crit.chn- 15.00% HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +2 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +12 (+3 eff.) Confus- +17% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +30% temporal Blind- +38% Pinning- +44% Knockbk- +41% ---------- misc Infravis +10 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Fatigue -8% Resists +22% fire +30% cold Crit.chn- 5.00% HP.reg +4.00 Heal.mod +22% Cut- +40% ---------- misc Light +2 See.Invis +9 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 223 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 23/30 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 [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+0 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.27 cold and 26.95 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +15% darkness +25% acid ----- def ----- Resists +12% acid +18% cold HP.reg +6.00 Stun/Frz- +38% ---------- misc Equi/ret +0.16 Psi/ret +0.12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +17 (+6 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Spell.save +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 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 ---------- Dmg.mod +12% darkness +15% cold Res.pen +20% cold +25% darkness +10% arcane Melee Ret 10 arcane ----- def ----- Resists +20% darkness Blind- +36% ---------- misc Infravis +6 See.Stealth +21 See.Invis +21 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +10 (+3 eff.) Mov.spd +17% Dmg.mod +5% all Acc +10 (+4 eff.) ----- def ----- Defense +9 (+1 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +15% darkness +9% cold Res.pen +25% darkness +25% arcane ----- def ----- Resists +6% darkness +24% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Dmg.mod +20% nature +18% fire Res.pen +25% nature ----- def ----- Resists +40% nature Phys.save +15 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Resists +25% acid +21% fire +23% lightning +30% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 22 physical Ranged+ 23 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 32 On Hit (Ranged): * 16% chance to reduce all saves and defense by 32 ----- def ----- Armour +4 Resists +4% all ---------- misc Hate/m.crit +1.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +8 Mag dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +15% lightning Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Defense +10 (+2 eff.) Resists +30% acid +19% fire +26% lightning +25% cold Spell.save +16 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+4 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 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 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 176/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +27% Spell.pwr +43 (+8 eff.) Dmg.mod +9% lightning +30% fire +12% arcane ----- def ----- Resists +5% arcane +24% lightning ---------- misc Vim/s.crit +6.00 Max.vim +26.00 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/Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Spell.crit +12% Spell.pwr +22 (+4 eff.) Dmg.mod +30% darkness Phasing +25% ----- def ----- Defense +32 (+6 eff.) Resists +15% acid +6% lightning Shield.pwr +17% Phys.save +13 (+6 eff.) Spell.save +13 (+3 eff.) Mind.save +11 (+3 eff.) Pinning- +20% ---------- misc Light +5 Infravis +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 249.18 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. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +25 (+5 eff.) Dmg.mod +6% lightning +30% darkness +30% blight +30% fire +3% nature +30% acid Res.pen +10% lightning +5% light +10% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Resists +15% blight +15% fire +15% darkness +15% acid Phys.save +8 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +9% Phys.pwr +15 (+7 eff.) Spell.pwr +25 (+5 eff.) S.pwr/crit +10 Dmg.mod +30% light Apr +5 ----- def ----- Phys.save +18 (+9 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Max.stam +30.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 54.98 to 65.98 light damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +25.00% Spell.pwr +24 (+5 eff.) Melee+ 32 fire Dmg.mod +30% cold ----- def ----- Armour +10 Defense +12 (+2 eff.) ---------- misc See.Invis +14 Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +10 Con dps ---------- Phys.pwr +20 (+10 eff.) Res.pen +17% all +19% physical Acc +30 (+10 eff.) Apr +20 ----- def ----- Disarm- +49% Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Psionic Power 175% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 238 damage over 5 turns and reducing armor and accuracy by 30 While equipped: Stats +7 Str dps ---------- Dmg.mod +15% physical Acc +19 (+7 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 143 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +26% lightning Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Arcane/Psionic Power 153% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 38 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +35% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Disrupt Power 159% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Deals 90 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +12 Con +15 Wil ----- def ----- Max.HP +47.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Nature Power 158% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 light Against +28% Undead On Crit.r2 +41 lightning +29 cold While equipped: dps ---------- Mov.spd +50% Res.pen +20% lightning +20% cold Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 165% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 238 damage over 5 turns and reducing armor and accuracy by 30 One-handed war axes. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 72.10 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon [Normal] Nature Power 112% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 cold On Crit.r2 +25 mind +25 cold On Hit: * 25% chance to reduce all saves and defense by 32 While equipped: Stats +11 Con dps ---------- Dmg.mod +24% cold +18% temporal Res.pen +31% mind ----- def ----- Resists +6% arcane +12% cold Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +27 cold While equipped: Stats +11 Str dps ---------- Phys.pwr +23 (+11 eff.) Dmg.mod +24% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +20% physical Acc +12 (+4 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 186% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 20 On Crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 87.77 to 109.71 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +21 Fatigue +8% Resists +20% nature +18% blight Max.HP +104.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +11 (+5 eff.) Melee+ 35 lightning Melee Ret 21 lightning ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 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 [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +13 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +14% darkness +17% mind +13% all Phys.save +16 (+8 eff.) Spell.save +16 (+4 eff.) Mind.save +24 (+6 eff.) Silence- +35% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +13% Spell.pwr +23 (+4 eff.) ----- def ----- Resists +13% all ---------- misc Mana/turn +0.14 Max.mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.crit +9% Spell.pwr +10 (+2 eff.) Dmg.mod +3% nature +37% arcane +48% light +30% darkness Res.pen +20% arcane Melee Ret 4 arcane ----- def ----- Armour +7 Defense +5 (+1 eff.) Resists +13% light +5% arcane +15% darkness +15% all Max.HP +60.00 ---------- misc Max.mana +78.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +17% lightning +16% physical +30% darkness Res.pen +20% darkness +20% physical ----- def ----- Resists +25% lightning +15% all ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Melee+ 10 darkness Ranged+ 10 darkness Melee Ret 6 temporal ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +24% acid +30% temporal +35% darkness +12% mind +9% physical Phys.save +12 (+6 eff.) Disease- +25% Def/telep +30 Res/telep +23% Dur/telep +30% Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +9 Str ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +13% physical +39% darkness +19% light ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +9 Str ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +15% physical +37% darkness +18% light ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +69.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +14% acid +15% physical +13% cold +15% lightning +15% fire HP.reg +6.80 Disarm- +40% Stun/Frz- +40% Knockbk- +34% ---------- misc Stam/turn +2.20 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +3% cold +3% fire +3% light +5% arcane Mind.save +6 (+1 eff.) Silence- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +6% light +3% arcane Melee Ret 6 light ----- def ----- Resists +5% fire +6% cold ---------- misc Max.mana +20.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Acc +20 (+7 eff.) ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 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+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.crit +4% Dmg.mod +12% arcane Melee Ret 4 blight ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +18% cold ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning Acc +5 (+2 eff.) Apr +5 On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Defense +2 (+0 eff.) Resists +6% acid 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 +4 Mag +3 Wil dps ---------- Spell.crit +5% Dmg.mod +9% darkness Res.pen +11% darkness ----- def ----- Defense +2 (+0 eff.) Resists +14% darkness Stealth +11 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 +2 Str +3 Mag +3 Wil +2 Con ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +57.00 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 [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +8 Wil +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +9% acid +9% blight +37% cold +9% lightning +9% fire Spell.save +12 (+3 eff.) ---------- misc Max.mana +64.00 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 [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+10 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +28.00% Acc +14 (+5 eff.) Apr +11 ----- def ----- Armour +12 Defense +3 (+0 eff.) Resists +26% cold Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +20% lightning +15% mind +5% light Melee Ret 2 lightning ----- def ----- Armour +1 Silence- +20% Confus- +22% Stun/Frz- +24% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +23% Confus- +25% Stun/Frz- +24% ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +29% Confus- +32% Stun/Frz- +24% ---------- misc Stam/turn +0.60 Max.stam +18.00 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 307 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+10 eff.) Mov.spd +25% Dmg.mod +12% acid Res.pen +10% physical Acc +10 (+4 eff.) ----- def ----- Armour +16 Fatigue +3% Resists +3% physical ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+6 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 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 While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Apr +11 ----- def ----- Armour +5 Defense +16 (+3 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +18 (+9 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +6% blight Res.pen +10% blight Melee Ret 10 acid ----- def ----- Armour +11 Fatigue +4% ---------- misc Stam/turn +1.30 Mana/s.crit +2.00 Max.stam +38.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +13 (+2 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Wil +4 Con dps ---------- Melee+ 14 acid 12 lightning Dmg.mod +10% acid +9% lightning ----- def ----- Armour +3 Resists +10% acid +12% darkness +8% lightning Disarm- +39% ---------- misc Masteries +0.20 Technique/Grappling 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 [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Wil dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +9 Resists +9% darkness Crit.chn- 10.00% Mind.save +10 (+2 eff.) Max.HP +54.00 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 T4 hands armor [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Phys.crit +15.0% Spell.crit +12% Mind.crit +8% Crit.mult +8.00% ----- def ----- Armour +3 Phys.save +10 (+5 eff.) ---------- misc Cooldown Double Strike -1 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++] Arcane/Master While equipped: Stats +4 Str +3 Wil +13 Con ----- def ----- Armour +12 Hardiness +10% Resists +6% physical Disarm- +37% ---------- misc Masteries +0.20 Technique/Grappling 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 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Shield.pwr +7% HP.reg +3.30 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.70 Mana/ret +1.50 Max.mana +57.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 78.25 to 234.76 lightning damage (156.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +19 Dex +8 Cun +10 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% arcane +9% blight Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Dex ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness ---------- misc Infravis +8 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +9 (+4 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% physical Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% 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 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% 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 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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 60.33 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 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 (+6 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 5, doing 78.46 cold damage and 72.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +4 Dex +4 Wil dps ---------- Res.pen +25% arcane ----- def ----- Resists +6% cold Crit.chn- 15.00% ---------- misc Spell.cld 10% See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +6% light Acc +3 (+1 eff.) ----- def ----- Resists +18% light ---------- misc Light +2 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +25% acid +25% fire +22% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +12% acid +15% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 193% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1212.04 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 T4 torque charm [Rare] Psionic While equipped: Stats +2 Con +4 Mag dps ---------- Dmg.mod +27% lightning Res.pen +15% lightning +10% acid Melee Ret 6 lightning ---------- misc Infravis +2 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Mind.crit +2% Dmg.mod +3% acid Create a shield absorbing up to 185 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% 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 T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+5 eff.) Res.pen +5% arcane Apr +4 Fire a magical bolt dealing 773 lightning damage Puts all charms on 15 cooldown 100% to increase all damage by 30% for 2 turns. 100% to gain a 37% chance to evade weapon attacks for 2 turns. 100% to heal for 73. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Cun +3 Str dps ---------- Phys.pwr +15 (+7 eff.) Apr +2 ----- def ----- Defense +5 (+1 eff.) Resists +2% physical ---------- misc Stam/turn +1.00 Reveal the area around you, dispelling darkness (radius 16, power 105 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 3. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 30% 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 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 913 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 29% 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 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Jon Irenicus the Shalore Archmage level 31
46th Dusk 123rd year of Ascendancy at 07:29 see stats
By Jon Irenicus the Shalore Archmage level 26
5th Dusk 123rd year of Ascendancy at 17:13 see stats
By Jon Irenicus the Shalore Archmage level 39
67th Regrowth 124th year of Ascendancy at 03:56 see stats
By Jon Irenicus the Shalore Archmage level 39
72nd Regrowth 124th year of Ascendancy at 10:27 see stats
By Jon Irenicus the Shalore Archmage level 47
9th Allure 125th year of Ascendancy at 07:12 see stats
By Jon Irenicus the Shalore Archmage level 49
10th Allure 125th year of Ascendancy at 10:33 see stats
By Jon Irenicus the Shalore Archmage level 37
77th Haze 123rd year of Ascendancy at 16:57 see stats
By Jon Irenicus the Shalore Archmage level 23
29th Pyre 123rd year of Ascendancy at 22:40 see stats
By Jon Irenicus the Shalore Archmage level 34
14th Haze 123rd year of Ascendancy at 00:10 see stats
By Jon Irenicus the Shalore Archmage level 13
43rd Haze 122nd year of Ascendancy at 03:40 see stats
By Jon Irenicus the Shalore Archmage level 40
1st Pyre 124th year of Ascendancy at 19:03 see stats
By Jon Irenicus the Shalore Archmage level 36
73rd Haze 123rd year of Ascendancy at 01:46 see stats
By Jon Irenicus the Shalore Archmage level 35
71st Haze 123rd year of Ascendancy at 17:16 see stats
By Jon Irenicus the Shalore Archmage level 25
1st Mirth 123rd year of Ascendancy at 15:21 see stats
By Jon Irenicus the Shalore Archmage level 50
27th Dusk 125th year of Ascendancy at 14:53 see stats
By Jon Irenicus the Shalore Archmage level 19
31st Regrowth 123rd year of Ascendancy at 00:23 see stats
By Jon Irenicus the Shalore Archmage level 26
1st Summertide 123rd year of Ascendancy at 04:26 see stats
By Jon Irenicus the Shalore Archmage level 26
2nd Mirth 123rd year of Ascendancy at 00:00 see stats
By Jon Irenicus the Shalore Archmage level 50
24th Dusk 125th year of Ascendancy at 01:14 see stats
By Jon Irenicus the Shalore Archmage level 40
1st Pyre 124th year of Ascendancy at 22:23 see stats
By Jon Irenicus the Shalore Archmage level 42
52nd Pyre 124th year of Ascendancy at 10:06 see stats
By Jon Irenicus the Shalore Archmage level 25
74th Pyre 123rd year of Ascendancy at 12:26 see stats
By Jon Irenicus the Shalore Archmage level 10
5th Haze 122nd year of Ascendancy at 00:10 see stats
By Jon Irenicus the Shalore Archmage level 20
38th Regrowth 123rd year of Ascendancy at 02:37 see stats
By Jon Irenicus the Shalore Archmage level 30
41st Dusk 123rd year of Ascendancy at 19:03 see stats
By Jon Irenicus the Shalore Archmage level 40
80th Regrowth 124th year of Ascendancy at 14:47 see stats
By Jon Irenicus the Shalore Archmage level 50
15th Regrowth 125th year of Ascendancy at 06:14 see stats
By Jon Irenicus the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 23:35 see stats
By Jon Irenicus the Shalore Archmage level 50
58th Pyre 125th year of Ascendancy at 16:16 see stats
By Jon Irenicus the Shalore Archmage level 23
20th Pyre 123rd year of Ascendancy at 23:47 see stats
By Jon Irenicus the Shalore Archmage level 50
1st Flare 125th year of Ascendancy at 07:38 see stats
By Jon Irenicus the Shalore Archmage level 42
52nd Pyre 124th year of Ascendancy at 09:46 see stats
By Jon Irenicus the Shalore Archmage level 23
30th Pyre 123rd year of Ascendancy at 02:09 see stats
By Jon Irenicus the Shalore Archmage level 36
73rd Haze 123rd year of Ascendancy at 07:29 see stats
By Jon Irenicus the Shalore Archmage level 50
27th Dusk 125th year of Ascendancy at 14:51 see stats
By Jon Irenicus the Shalore Archmage level 41
18th Pyre 124th year of Ascendancy at 06:36 see stats
By Jon Irenicus the Shalore Archmage level 9
5th Mirth 122nd year of Ascendancy at 05:16 see stats
By Jon Irenicus the Shalore Archmage level 50
15th Regrowth 125th year of Ascendancy at 23:58 see stats
By Jon Irenicus the Shalore Archmage level 34
51st Haze 123rd year of Ascendancy at 16:11 see stats
By Jon Irenicus the Shalore Archmage level 50
27th Dusk 125th year of Ascendancy at 14:53 see stats
By Jon Irenicus the Shalore Archmage level 50
3rd Summertide 125th year of Ascendancy at 02:50 see stats
By Jon Irenicus the Shalore Archmage level 43
2nd Mirth 124th year of Ascendancy at 19:07 see stats
By Jon Irenicus the Shalore Archmage level 23
29th Pyre 123rd year of Ascendancy at 09:47 see stats
By Jon Irenicus the Shalore Archmage level 23
29th Pyre 123rd year of Ascendancy at 23:10 see stats
By Jon Irenicus the Shalore Archmage level 17
15th Regrowth 123rd year of Ascendancy at 23:02 see stats
By Jon Irenicus the Shalore Archmage level 36
72nd Haze 123rd year of Ascendancy at 06:21 see stats
By Jon Irenicus the Shalore Archmage level 30
42nd Dusk 123rd year of Ascendancy at 03:45 see stats
By Jon Irenicus the Shalore Archmage level 47
9th Allure 125th year of Ascendancy at 07:33 see stats
Log
High Sun Paladin Aeryn receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
Jon Irenicus stops surging mana.
Talent Rune: Manasurge is ready to use.
Jon Irenicus casts Rune: Manasurge.
Jon Irenicus starts to surge mana.
The shield around High Sun Paladin Aeryn crumbles.
The shield around Jon Irenicus crumbles.
Jon Irenicus stops surging mana.
Talent Rune: Manasurge is ready to use.
Jon Irenicus casts Rune: Manasurge.
Jon Irenicus starts to surge mana.
Jon Irenicus stops surging mana.
Talent Rune: Manasurge is ready to use.
Jon Irenicus casts Rune: Manasurge.
Jon Irenicus starts to surge mana.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Today is the 28th Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Saving done.
The furious lightning storm around Jon Irenicus calms down and disappears.