











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 1346% |
Size | medium |
Lifes / Deaths | Killed by Lisavea the thief at level 13 on the 44th Dusk 122nd year of Ascendancy at 21:53 / 1 |
Primary Stats
Strength | 46 (base 13) |
Dexterity | 54 (base 35) |
Constitution | 29 (base 10) |
Magic | 152 (base 64) |
Willpower | 128 (base 62) |
Cunning | 108 (base 60) |
Resources
Life | 751/751 |
Mana | 851/881 |
Healing Factor | 1.1524687383467 |
Regeneration | 0.28811718458668 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +56.20512205326% |
Spell | 0% |
Global | +130.07221286943% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 72.538859582558 |
See Invisible | 108.88093130407 |
Offense: Mainhand
Damage | 112 |
Accuracy | 52 |
Crit Chance | 69% |
APR | 70 |
Speed | 1.00 |
Offense: Spell
Spellpower | 89 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +96% |
Light | +41% |
Nature | +30% |
Cold | +81% |
Arcane | +136% |
Fire | +93% |
All | +21% |
Offense: Damage Penetration
Lightning | +40% |
Fire | +45% |
Cold | +59% |
Arcane | +110% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 47 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 66 |
Mental Save | 73 |
Defense: Resistances
Lightning | + 27%( 70%) |
Light | + 46%( 70%) |
Nature | + 25%( 70%) |
Cold | + 27%( 70%) |
Arcane | + 50%( 70%) |
Fire | + 27%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 344 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 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 1890% for 10 turns (531 total) and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1067% 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 Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Arcane Power |
talent | Disruption Shield |
talent | Feather Wind |
talent | Essence of Speed |
talent | Pure Aether |
talent | Shielding |
talent | Spellcraft |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 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 Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 708. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Light source | ![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.2 Power cost 67 out of 150/150. Range melee/personal Cooldown: 7 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 4, doing 88.52 cold damage and 59.18 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +10 Cun +10 Con offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +32% arcane +20% light Ignore resists +29% cold +15% arcane +15% fire When Hit 2 fire defense ------ Defense +3 (+1 eff.) Resistance +30% light Mind save +15 (+3 eff.) other ------- Mana/turn +0.31 Arcane Eye: (Instant) Puts all charms on 9 cooldown Effective talent level: 6.5 Power cost 9 out of 10/10. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats +18 Str +14 Wil offense ------ Physical Crit +12.0% Mind Crit +14% Critical power +15.00% Spellpower/crit +4 Damage +15% lightning defense ------ Crit Resistance 15.00% other ------- Max vim +20.00 See Invis +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Accuracy +12 (+4 eff.) Ignore Armor +10 defense ------ Defense +11 (+4 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 824, based on Magic) for 11 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max (+) +50.00 Max (-) +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 166 power out of 124/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +21.0% Spell Crit +28% Mind Crit +13% Critical power +21.00% On-Hit 7 nature Damage +9% nature Ignore resists +10% lightning When Hit 8 lightning defense ------ Armor +3 Resistance +7% nature +3% light other ------- Light +3 Unarmed combat: Weapon Damage 35.5 - 39.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +18.0% Attack Speed 100% On-crit, radius 2 +10 nature On Hit: 10% Venomous Breath 5 On Crit: 40% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- 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 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +12 Mag +17 Wil +6 Cun offense ------ Spell Crit +14% Critical power +30.00% Spellpower +10 (+2 eff.) Damage +12% arcane +12% fire Ignore resists +15% arcane +10% mind defense ------ Defense +3 (+1 eff.) Resistance +5% arcane Spell save +15 (+4 eff.) other ------- Hate-on-crit +4.00 Max mana +173.00 Max psi +20.00 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 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 98.41 physical damage and 211.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 402% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1477 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 801.02 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 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 166.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 54.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 211.77 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 38% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 30% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 128 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 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 15 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Cun +5 Con +11 Lck offense ------ Damage +6% mind Ignore resists +5% temporal Accuracy +5 (+1 eff.) When Hit 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Defense +12 (+4 eff.) Resistance +3% temporal Physical save +8 (+4 eff.) Resist unseen 15% Life +80.00 Life Regen +7.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% light Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Fatigue -5% Resistance +15% mind +3% light Life Regen +3.00 other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 315 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +5 Str +8 Dex +9 Cun +13 Con offense ------ Physical Crit +3.0% Move Speed +10% On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Armor +12 Defense +25 (+8 eff.) Fatigue -8% Physical save +6 (+3 eff.) Life Regen +5.00 other ------- Stamina/turn +1.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +3 Wil offense ------ Critical power +18.00% Spellpower +28 (+6 eff.) Damage +22% blight +13% fire When Hit 10 arcane defense ------ Spell save +15 (+4 eff.) other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +3% blight +12% temporal +5% arcane +6% mind Healmod +5% Pinning Resist +45% Knockbk Resist +22% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun offense ------ Spellpower +25 (+5 eff.) Damage +6% acid +9% mind On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Resistance +26% lightning +12% acid Stun Resist +36% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.6 Power cost 50 out of 60/60. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 42 out of 80/80. Range melee/personal Cooldown: 35 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +21% mind Confus Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +7 Dex defense ------ Resistance +20% mind Confus Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Wil defense ------ Resistance +22% nature +10% blight Poison Resist +28% Disease Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +20% nature +22% blight Blind Resist +25% Poison Resist +39% Disease Resist +45% other ------- Infravision +5 Sight +2 See Invis +13 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Power +5 (+2 eff.) Spellpower/crit +3 Combat Speed +10% Damage +7% physical other ------- Mana/turn +0.35 Max mana +27.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +10.00% Accuracy +8 (+2 eff.) Ignore Armor +14 defense ------ Resistance +22% fire +22% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +7 Defense +8 (+3 eff.) Max Resistance +4% all Physical save +14 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +10 Con defense ------ Physical save +15 (+8 eff.) Spell save +21 (+5 eff.) Mind save +24 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +25 (+12 eff.) Spell save +21 (+5 eff.) Mind save +25 (+6 eff.) other ------- Masteries +0.35 Spell/Aegis +0.35 Spell/Thaumaturgy Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% temporal Pinning Resist +24% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +13% temporal Pinning Resist +27% Knockbk Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +22% temporal Pinning Resist +40% Knockbk Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +26% temporal Pinning Resist +39% Knockbk Resist +46% other ------- Masteries +0.35 Spell/Phantasm +0.35 Spell/Divination Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +7 Con defense ------ Resistance +20% light +17% darkness Blind Resist +32% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.29 Cunning/Survival +0.29 Spell/Water Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +14.00% Spellpower +9 (+2 eff.) Damage +8% blight +9% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +4 Wil defense ------ Resistance +3% blight +3% cold +6% darkness Physical save +37 (+16 eff.) Spell save +37 (+9 eff.) Mind save +44 (+10 eff.) other ------- Equi when Hit +0.04 Max hate +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +7 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +8 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +8% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +7% physical other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 134.97 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 27 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Physical save +45 (+19 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 42 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning +3% mind When Hit 2 arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +26% lightning +5% arcane +6% nature +6% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 40.55 cold and 27.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Cun defense ------ Resistance +8% blight +3% cold +9% nature Healmod +15% Poison Resist +19% Disease Resist +22% Silence Resist +20% Disarm Resist +20% Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +14% nature defense ------ Fatigue -6% Resistance +28% nature other ------- Encumbrance +28 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +9 (+3 eff.) Spellpower +11 (+2 eff.) Mindpower +15 (+3 eff.) Damage +6% all Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +12 (+4 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +7 Mag offense ------ Spellpower +8 (+2 eff.) On-Hit 22 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +10 (+2 eff.) defense ------ Resistance +15% acid +28% fire +14% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +14% lightning defense ------ Resistance +28% lightning Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life Regen +1.00 Stun Resist +31% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) Mindpower +9 (+2 eff.) defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +3 Con offense ------ Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +11 (+4 eff.) Spell save +15 (+4 eff.) other ------- Max stamina +24.00 Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Con defense ------ Spell save +17 (+4 eff.) Mind save +9 (+2 eff.) Confus Resist +50% other ------- Max stamina +29.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Damage +16% acid defense ------ Resistance +32% acid Spell save +15 (+4 eff.) other ------- Max stamina +26.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Spell save +18 (+5 eff.) Life +68.00 Life Regen +9.00 Healmod +18% other ------- Max stamina +27.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +4 Con offense ------ On-Hit 8 physical On-Ranged-Hit 28 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 18% chance to reduce all saves and defense by 37 defense ------ Spell save +15 (+4 eff.) other ------- Hate-on-crit +2.00 Max stamina +40.00 Max hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +11 (+4 eff.) Spellpower +7 (+2 eff.) Mindpower +7 (+1 eff.) defense ------ Physical save +9 (+5 eff.) Spell save +9 (+2 eff.) Mind save +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: defense ------ Physical save +10 (+5 eff.) Spell save +13 (+3 eff.) Mind save +14 (+3 eff.) Life +29.00 Disarm Resist +34% Pinning Resist +32% Knockbk Resist +37% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +13 (+4 eff.) Ignore Armor +9 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +6 Dex offense ------ Accuracy +11 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Life +74.00 Life Regen +13.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +8 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Life Regen +7.00 Stun Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +8 Dex offense ------ Accuracy +9 (+3 eff.) defense ------ Blind Resist +39% other ------- Infravision +4 See Stealth +17 See Invis +17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +7 (+1 eff.) On-Hit 6 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +5 Cun +2 Con offense ------ On-Hit 12 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 37 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 37 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Mind Crit +4% Critical power +10.00% Damage +9% mind Ignore resists +15% mind defense ------ Resistance +12% lightning +12% fire Mind save +18 (+4 eff.) Confus Resist +36% other ------- Hate-on-crit +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +12% nature defense ------ Armor +8 Resistance +24% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +8 Str offense ------ Damage +14% arcane defense ------ Armor +16 Resistance +14% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str offense ------ Damage +20% darkness defense ------ Armor +12 Resistance +40% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +16% light defense ------ Resistance +32% light Spell save +4 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 25.0 - 30.0 Arcane Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +3% Physical Power +12 (+4 eff.) Spellpower +21 (+4 eff.) Damage +35% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +14 Mag +12 Wil +21 Cun +7 Con offense ------ Spell Crit +5% Critical power +19.00% Spellpower +15 (+3 eff.) Spellpower/crit +7 Damage +30% arcane other ------- (-)/turn +0.20 Vim-on-crit +5.00 Max vim +31.00 Max (-) +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +9% lightning +15% physical +30% darkness +9% nature Ignore resists +15% lightning Ignore Armor +7 When Hit 8 physical defense ------ Unlife -60.00 life other ------- Mana/turn +0.36 Max mana +88.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +9% Physical Power +15 (+5 eff.) Spellpower +27 (+6 eff.) Damage +30% arcane Accuracy +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +18 Wil +14 Cun offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +8 Damage +30% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +11 (+4 eff.) Fatigue -6% Stealth +7 other ------- Encumbrance +37 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane While equipped: defense ------ Anomaly Control +11 Life +102.00 other ------- Max mana +47.00 Max stamina +25.00 Max hate +20.00 Max psi +35.00 Max vim +34.00 Max (+) +24.00 Max (-) +34.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck offense ------ Physical Power +8 (+3 eff.) defense ------ Physical save +7 (+4 eff.) Stealth +7 other ------- Disarm Traps +9 Infravision +4 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane/Nature While equipped: Stats +7 Mag defense ------ Life Regen +3.60 Healmod +28% other ------- Mana/turn +0.39 Max mana +60.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 42 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Cun +4 Con offense ------ Physical Crit +5.0% Mind Crit +1% Physical Power +5 (+2 eff.) Mindpower +10 (+2 eff.) When Hit 4 mind defense ------ Defense +3 (+1 eff.) Fatigue -6% Physical save +15 (+8 eff.) Mind save +20 (+5 eff.) Unlife -50.00 life other ------- Max hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil offense ------ Accuracy +29 (+9 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -6% Mind save +8 (+2 eff.) Life +104.00 other ------- Max stamina +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con defense ------ Defense +2 (+1 eff.) Resistance +10% nature +11% blight Life Regen +5.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +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 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +15% blight +15% all Life +90.00 Life Regen +4.00 Healmod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +8% Spellpower +9 (+2 eff.) Damage +49% light +26% darkness defense ------ Resistance +36% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +25% lightning +14% physical +28% cold defense ------ Resistance +9% lightning +10% cold +14% blight +15% all Life +81.00 Life Regen +4.00 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +5 Str +7 Mag +7 Wil offense ------ Damage +34% lightning +21% physical +22% cold defense ------ Resistance +35% lightning +12% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Damage +21% arcane +22% temporal defense ------ Resistance +15% all other ------- Max mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +14% Spellpower +30 (+6 eff.) Damage +8% arcane +28% temporal defense ------ Resistance +15% all other ------- Mana/turn +0.34 Max mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun offense ------ Spell Crit +11% Critical power +16.00% Spellpower +24 (+5 eff.) defense ------ Resistance +11% all other ------- Mana/turn +0.28 Hate-on-crit +4.00 Psi-on-crit +2.00 Max mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 318 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 20 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +12 Dex offense ------ Mindpower +10 (+2 eff.) Damage +6% acid +9% mind On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Armor +14 Resistance +15% acid +11% fire +15% lightning +15% cold Physical save +12 (+6 eff.) Mind save +18 (+4 eff.) other ------- Max psi +30.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Physical Power +10 (+3 eff.) Move Speed +25% Damage +12% physical Ignore resists +15% physical defense ------ Armor +3 Defense +20 (+7 eff.) other ------- Max hate +8.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Physical Crit +6.0% Physical Power +3 (+1 eff.) Move Speed +10% Ignore Armor +13 defense ------ Armor +5 Fatigue -10% Resistance +15% lightning +15% temporal +9% darkness +9% cold +9% acid Life +58.00 other ------- Stamina/turn +0.90 Psi when Hit +0.12 Hate-on-crit +3.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun defense ------ Armor +5 Fatigue +4% Physical save +12 (+6 eff.) Spell save +11 (+3 eff.) Mind save +5 (+1 eff.) other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +24 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Silence Resist +20% Confus Resist +23% Stun Resist +33% A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- (-)/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 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 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +15.0% Spell Crit +12% Mind Crit +9% Critical power +10.00% On-Hit 6 acid 5 fire 7 cold 5 lightning defense ------ Armor +3 Unarmed combat: Weapon Damage 31.5 - 34.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On-hit +7 ice +16 fire +21 acid +15 lightning On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +16.00 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 7 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 158.69 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Dex +4 Wil +3 Con offense ------ Critical power +15.00% Damage +9% mind defense ------ Armor +5 Fatigue +5% Resistance +12% lightning +12% temporal +25% darkness Mind save +13 (+3 eff.) other ------- Light +2 Infravision +5 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +9 Mag offense ------ Damage +6% acid Ignore resists +15% acid defense ------ Defense +2 (+1 eff.) Resistance +8% fire +10% cold other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +3 Dex +3 Con offense ------ Damage +24% physical +18% mind +9% light Ignore resists +15% light defense ------ Defense +3 (+1 eff.) Resistance +18% mind +6% physical A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +20% acid +30% temporal When Hit 6 nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Resistance +60% acid +15% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: defense ------ Armor +21 Fatigue +5% Resistance +22% cold +6% darkness +9% fire Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Silence Resist +20% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- 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 Encumbrance T5 head armor [Rare] Master While equipped: Stats +20 Str +3 Cun +3 Con offense ------ Mind Crit +6% Damage +12% mind defense ------ Armor +5 Fatigue +5% Resistance +15% nature Skullcracker: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 231.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +12% blight defense ------ Defense +2 (+1 eff.) Resistance +12% blight Shield Power +8% Life Regen +2.80 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +19% cold defense ------ Defense +3 (+1 eff.) Resistance +28% cold Shield Power +11% Life Regen +3.30 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Cun +6 Dex offense ------ Accuracy +10 (+3 eff.) When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+4 eff.) Fatigue +5% Resistance +24% darkness other ------- Infravision +6 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +6 defense ------ Armor +5 Fatigue +5% Resistance +11% acid +11% fire +10% lightning +10% cold A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +11 (+2 eff.) defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +2.60 Mana when Hit +2.30 Max mana +79.00 Manaflow: Puts all charms on 34 cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +4 (+1 eff.) defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +2.30 Mana when Hit +1.30 Max mana +86.00 Manaflow: Puts all charms on 34 cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +4 Con offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +8% physical +13% arcane +10% darkness defense ------ Defense +2 (+1 eff.) Resistance +7% darkness +12% physical other ------- Max hate +8.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Effective talent level: 6.5 Power cost 9 out of 10/10. Range melee/personal Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +2% Damage +18% arcane When Hit 10 mind defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +16% cold other ------- Max psi +50.00 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Defense +3 (+1 eff.) Resistance +10% fire +11% cold A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +5 Cun +2 Str offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to slow global speed by 65% defense ------ Resistance +7% darkness +7% fire Life +20.00 other ------- Max stamina +18.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.2 Power cost 25 out of 30/30. Range 10 Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 105.82 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str +4 Mag offense ------ Spell Crit +9% other ------- Max mana +54.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +6 Str offense ------ Ignore Armor +12 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Effective talent level: 2.0 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 83 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag offense ------ Spellpower +12 (+3 eff.) Damage +14% darkness Ignore resists +25% cold defense ------ Defense +11 (+4 eff.) Resistance +12% cold +8% light +6% mind Affinity +5% darkness Physical save +12 (+6 eff.) Spell save +10 (+3 eff.) Mind save +18 (+4 eff.) other ------- Light +7 Infravision +4 Moonlight Ray: Puts all charms on 7 cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 280.60 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +5 Cun +3 Dex offense ------ Ignore Armor +6 On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Physical save +3 (+2 eff.) Mind save +6 (+1 eff.) other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 886 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(169 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +4% Mind Crit +4% Spellpower +4 (+1 eff.) Mindpower +6 (+1 eff.) defense ------ Resistance +8% blight +7% darkness Mind save +6 (+1 eff.) other ------- Light +4 Infravision +4 See Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 31 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +7 (+2 eff.) Damage +8% light defense ------ Resistance +5% darkness Affinity +5% light other ------- Light +8 Sun Flare: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 311.28 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+2 eff.) Damage +7% mind other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +4 Wil offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +7 (+2 eff.) Damage +6% darkness defense ------ Resistance +9% light Affinity +5% darkness other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 7 cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 280.60 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) When Hit 16 fire defense ------ Resistance +8% blight +6% fire +7% darkness other ------- Light +4 Infravision +4 See Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 31 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +8% cold +13% light +10% temporal Affinity +5% darkness Out-of-Phase Defense +19 Out-of-Phase Resistance +14% Out-of-Phase Resilience +19% other ------- Light +5 Infravision +5 Moonlight Ray: Puts all charms on 7 cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 280.60 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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 Encumbrance 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 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 369 physical damage Puts all charms on 13 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 7 detrimental mental effects for 5 turns Puts all charms on 32 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: defense ------ Armor +4 Resistance +3% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 369 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +9% blight Ignore resists +25% nature +10% light When Hit 10 nature defense ------ Resistance +15% blight Sting an enemy dealing 564 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% fire defense ------ Resistance +3% lightning +3% temporal +18% darkness Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 519 Base Damage: 220 Armor: 10 All Resist: 10 Puts all charms on 21 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 61 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% acid Ignore resists +10% lightning +25% acid defense ------ Resistance +6% lightning Create a shield absorbing up to 756 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to heal for 64. 100% to gain a 21% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +2 Dex offense ------ Damage +18% blight Ignore resists +15% blight other ------- Wards +4 acid +5 cold +5 light +4 blight Talents +1 Ward Reveal the area around you, dispelling darkness (radius 14, power 106 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Vralanea the Cornac Archmage level 31
7th Haze 123rd year of Ascendancy at 10:47 see stats
By Vralanea the Cornac Archmage level 23
3rd Regrowth 123rd year of Ascendancy at 21:40 see stats
By Vralanea the Cornac Archmage level 31
33rd Dusk 123rd year of Ascendancy at 21:36 see stats
By Vralanea the Cornac Archmage level 34
23rd Haze 123rd year of Ascendancy at 01:27 see stats
By Vralanea the Cornac Archmage level 50
52nd Regrowth 125th year of Ascendancy at 21:34 see stats
By Vralanea the Cornac Archmage level 37
3rd Decay 123rd year of Ascendancy at 03:04 see stats
By Vralanea the Cornac Archmage level 50
61st Haze 124th year of Ascendancy at 04:38 see stats
By Vralanea the Cornac Archmage level 33
18th Haze 123rd year of Ascendancy at 10:53 see stats
By Vralanea the Cornac Archmage level 28
59th Pyre 123rd year of Ascendancy at 22:19 see stats
By Vralanea the Cornac Archmage level 18
6th Haze 122nd year of Ascendancy at 12:32 see stats
By Vralanea the Cornac Archmage level 39
70th Regrowth 124th year of Ascendancy at 05:03 see stats
By Vralanea the Cornac Archmage level 32
14th Haze 123rd year of Ascendancy at 01:57 see stats
By Vralanea the Cornac Archmage level 24
22nd Regrowth 123rd year of Ascendancy at 22:54 see stats
By Vralanea the Cornac Archmage level 50
58th Haze 124th year of Ascendancy at 14:48 see stats
By Vralanea the Cornac Archmage level 50
61st Haze 124th year of Ascendancy at 04:38 see stats
By Vralanea the Cornac Archmage level 18
14th Haze 122nd year of Ascendancy at 06:26 see stats
By Vralanea the Cornac Archmage level 21
58th Haze 122nd year of Ascendancy at 17:21 see stats
By Vralanea the Cornac Archmage level 50
56th Haze 124th year of Ascendancy at 10:42 see stats
By Vralanea the Cornac Archmage level 31
9th Haze 123rd year of Ascendancy at 16:48 see stats
By Vralanea the Cornac Archmage level 23
3rd Regrowth 123rd year of Ascendancy at 22:01 see stats
By Vralanea the Cornac Archmage level 50
53rd Regrowth 125th year of Ascendancy at 00:32 see stats
By Vralanea the Cornac Archmage level 10
29th Dusk 122nd year of Ascendancy at 14:50 see stats
By Vralanea the Cornac Archmage level 20
42nd Haze 122nd year of Ascendancy at 19:46 see stats
By Vralanea the Cornac Archmage level 30
31st Dusk 123rd year of Ascendancy at 16:31 see stats
By Vralanea the Cornac Archmage level 40
43rd Pyre 124th year of Ascendancy at 00:58 see stats
By Vralanea the Cornac Archmage level 50
25th Haze 124th year of Ascendancy at 21:29 see stats
By Vralanea the Cornac Archmage level 50
1st Decay 124th year of Ascendancy at 23:15 see stats
By Vralanea the Cornac Archmage level 26
45th Regrowth 123rd year of Ascendancy at 11:57 see stats
By Vralanea the Cornac Archmage level 5
75th Pyre 122nd year of Ascendancy at 08:54 see stats
By Vralanea the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 01:01 see stats
By Vralanea the Cornac Archmage level 48
66th Dusk 124th year of Ascendancy at 22:10 see stats
By Vralanea the Cornac Archmage level 50
78th Haze 124th year of Ascendancy at 04:02 see stats
By Vralanea the Cornac Archmage level 42
9th Mirth 124th year of Ascendancy at 15:24 see stats
By Vralanea the Cornac Archmage level 27
12nd Pyre 123rd year of Ascendancy at 04:06 see stats
By Vralanea the Cornac Archmage level 26
39th Regrowth 123rd year of Ascendancy at 14:02 see stats
By Vralanea the Cornac Archmage level 41
8th Mirth 124th year of Ascendancy at 06:27 see stats
By Vralanea the Cornac Archmage level 28
28th Dusk 123rd year of Ascendancy at 02:44 see stats
By Vralanea the Cornac Archmage level 33
14th Haze 123rd year of Ascendancy at 17:09 see stats
By Vralanea the Cornac Archmage level 50
61st Haze 124th year of Ascendancy at 04:37 see stats
By Vralanea the Cornac Archmage level 23
3rd Regrowth 123rd year of Ascendancy at 21:40 see stats
By Vralanea the Cornac Archmage level 5
77th Pyre 122nd year of Ascendancy at 09:07 see stats
By Vralanea the Cornac Archmage level 23
3rd Regrowth 123rd year of Ascendancy at 21:40 see stats
By Vralanea the Cornac Archmage level 20
50th Haze 122nd year of Ascendancy at 11:39 see stats
By Vralanea the Cornac Archmage level 50
78th Haze 124th year of Ascendancy at 04:02 see stats
By Vralanea the Cornac Archmage level 36
64th Haze 123rd year of Ascendancy at 19:54 see stats
By Vralanea the Cornac Archmage level 20
49th Haze 122nd year of Ascendancy at 09:02 see stats
By Vralanea the Cornac Archmage level 35
29th Haze 123rd year of Ascendancy at 06:32 see stats
By Vralanea the Cornac Archmage level 26
43rd Regrowth 123rd year of Ascendancy at 11:50 see stats
By Vralanea the Cornac Archmage level 13
44th Dusk 122nd year of Ascendancy at 21:53 see stats
By Vralanea the Cornac Archmage level 30
33rd Dusk 123rd year of Ascendancy at 13:50 see stats
By Vralanea the Cornac Archmage level 50
77th Pyre 125th year of Ascendancy at 08:01 see stats
Log
There is an item here: acid wave rune of the duelist (damage 182; dur 4; cd 23)
There is an item here: The Guardian's Totem
There is an item here: yew totem of thorny skin 'Salitta' [power 37] (17 cooldown)
There is an item here: yew totem of stinging 'Blindshine' [power 320] (13 cooldown)
There is an item here: supercharged ash totem of healing [power 224] (17 cooldown)
There is an item here: focusing elm totem of thorny skin [power 15] (17 cooldown)
There is an item here: evasive yew totem of healing [power 266] (13 cooldown)
There is an item here: cleansing elven-wood totem of healing [power 362] (13 cooldown)
There is an item here: cleansing elven-wood totem of healing [power 410] (13 cooldown)
There is an item here: Honeywood Chalice
There is an item here: extending elven-wood totem of summon tentacle [power 300] (21 cooldown)
There is an item here: Darksmasher the voratun mail armour (20 def, 18 armour)
There is an item here: Hozor (5 def, 19 armour)
There is an item here: Cracklepyre (4 def, 13 armour)
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
There is an item here: Pouch of the Subconscious (20/20, 38-45 power, 15 apr)
There is an item here: Starjam (21/21, 54-65 power, 14 apr)
There is an item here: Star Shot (20/20, 32-38 power, 15 apr)
There is an item here: Frozen Shards (25/25, 32-38 power, 15 apr)
Connection to online server lost, trying to reconnect.
Connection to online server established.
Vralanea wears (replacing Robe of the Archmage (10 def, 10 armour)): Bikini (0 def, 0 armour).
Vralanea wears (replacing Bikini (0 def, 0 armour)): Robe of the Archmage (10 def, 10 armour).