












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Archmage |
Level / Exp | 50 / 2733% |
Size | medium |
Lifes / Deaths | Killed by Adyyatira the cold drake hatchling at level 22 on the 34th Profit 122nd year of Ascendancy at 12:23 5 / 2Killed by Islurelaith the mountain troll at level 34 on the 9th Shortage 122nd year of Ascendancy at 21:17 |
Primary Stats
Strength | 35 (base 11) |
Dexterity | 81 (base 27) |
Constitution | 48 (base 35) |
Magic | 132 (base 60) |
Willpower | 95 (base 64) |
Cunning | 98 (base 40) |
Resources
Life | 1210/1210 |
Mana | 859/859 |
Steam | 80/100 |
Healing Factor | 1.4678383355187 |
Regeneration | 23.705589118628 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +70.80790794525% |
Spell | +15% |
Global | +130.07221286943% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 32.495801451646 |
See Invisible | 72.284298939363 |
Offense: Mainhand
Damage | 72 |
Accuracy | 67 |
Crit Chance | 47% |
APR | 127 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Blight | +18% |
Arcane | +57% |
Cold | +46% |
All | +9% |
Darkness | +29% |
Light | +47% |
Temporal | +46% |
Physical | +61% |
Lightning | +104% |
Fire | +52% |
Nature | +21% |
Offense: Damage Penetration
Lightning | +79% |
Nature | +55% |
Arcane | +35% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 21 (59.574340358689%) |
Defense | 90 |
Ranged Defense | 99 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 62 |
Mental Save | 69 |
Defense: Resistances
Lightning | + 70%( 70%) |
Acid | + 54%( 70%) |
Nature | + 38%( 70%) |
Darkness | + 48%( 70%) |
Cold | + 57%( 70%) |
Physical | + 57%( 70%) |
Fire | + 55%( 70%) |
All | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Poison Resistance | 70% |
Blind Resistance | 20% |
Silence Resistance | 100% |
Bleed Resistance | 90% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 283 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1151 damage for 8 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (87% 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 1428% for 10 turns (545 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Air | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.80 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hurricane |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Thunderstorm |
talent | Aether Permeation |
talent | Tempest |
talent | Feather Wind |
talent | Essence of Speed |
talent | Disruption Shield |
talent | Shielding |
talent | Phantasmal Shield |
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 |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Mayiwyn the orc fighter. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)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 Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Garamina the fire wyrm. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by faerlhing. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Islurelaith the mountain troll. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery 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 focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +13 Dex +14 Mag +4 Wil offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +10% acid +9% blight Ignore resists +15% nature Accuracy +5 (+1 eff.) Ignore Armor +7 defense ------ Armor +5 Defense +16 (+4 eff.) Resistance +2% physical Physical save +18 (+4 eff.) Disease Resist +40% Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Mana/turn +0.48 Max mana +48.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 40% Mag, 50% Str Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +20% light +6% fire When Hit 19 fire defense ------ Resistance +8% fire Unlife -80.00 life Healmod +20% Silence Resist +20% Disarm Resist +10% Confus Resist +20% Pinning Resist +20% other ------- Light +9 See Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Cun +3 Str offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +18% lightning +15% physical +20% darkness defense ------ Defense +3 (+1 eff.) Resistance +6% acid +20% physical +21% darkness +9% cold +27% lightning Shield Power +13% Mind save +15 (+4 eff.) Life Regen +5.90 Blind Resist +20% Cut Resist +20% other ------- Max hate +13.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Spellpower/crit +8 Ignore resists +10% nature When Hit 4 arcane other ------- Max mana +100.00 Max vim +20.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +6 Mag +6 Wil +8 Cun offense ------ Spell Crit +2% Spellpower +10 (+1 eff.) Spellpower/crit +8 Damage +6% nature Accuracy +9 (+2 eff.) defense ------ Resistance +24% acid +24% fire +26% cold +22% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +60.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +13 Mag +3 Wil +22 Cun offense ------ Critical power +15.00% Spellpower +19 (+3 eff.) Damage +9% light Ignore resists +10% mind Accuracy +12 (+3 eff.) defense ------ Mind save +9 (+2 eff.) other ------- Max hate +6.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 On Hit: * shock your foe dealing 34 damage and draining some of their resources While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 172 to 344 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex offense ------ Physical Crit +12.0% Spell Crit +21% Mind Crit +13% Critical power +11.00% Spellpower +12 (+2 eff.) Damage +9% light +6% nature Ignore resists +5% nature Accuracy +18 (+4 eff.) When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Armor +3 Fatigue +5% Resistance +6% nature Disarm Resist +100% other ------- Mana/turn +0.34 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+6 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Con offense ------ Spell Crit +5% Critical power +29.00% Spellpower +6 (+1 eff.) Damage +11% arcane Ignore resists +10% arcane defense ------ Defense +3 (+1 eff.) Resistance +30% lightning Physical save +8 (+2 eff.) Life +110.00 Stun Resist +50% other ------- Max mana +56.00 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 T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+1 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 313 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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 [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -570 life. The duration and life will increase by 1% for every 1% life you have lost (currently 570 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -952 life. The duration and life will increase by 1% for every 1% life you have lost (currently 952 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 18% 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 darkness, 3 fire, 5 light 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 284.70 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 [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (87% 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 1137% for 10 turns (434 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 224 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 [Ego] Arcane When inscribed on your body: Cooldown: 20 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 205 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. 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 [Ego] Arcane When inscribed on your body: Cooldown: 19 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 340 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 323 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 160 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 Constitution stat. 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 [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 847 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 61 up to 6 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 47 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 38 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Wil +2 Cun offense ------ Damage +3% acid defense ------ Resistance +11% light +11% darkness Crit Resistance 5.00% Blind Resist +23% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +6 Str offense ------ Critical power +20.00% When Hit 6 darkness 10 cold defense ------ Resistance +12% acid Physical save +34 (+8 eff.) Spell save +22 (+6 eff.) Mind save +22 (+6 eff.) Unlife -80.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ Mind Crit +3% Critical power +10.00% Damage +6% lightning Ignore resists +5% mind +10% lightning When Hit 4 mind defense ------ Resistance +12% acid other ------- Max hate +10.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +12 Mag offense ------ Spell Crit +10% Spellpower +11 (+2 eff.) Damage +15% acid +13% fire +14% cold +15% lightning Ignore resists +15% nature When Hit 4 arcane 2 blight defense ------ Resistance +23% fire +9% nature +30% cold other ------- Mana/turn +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+1 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 1040.06 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 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 50 out of 80/80. Range melee/personal Cooldown: 49 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 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +4 (+0 eff.) Damage +5% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +20% lightning Stun Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Con offense ------ Physical Power +12 (+6 eff.) Spellpower +18 (+3 eff.) Mindpower +12 (+4 eff.) Damage +7% all Ignore resists +5% arcane When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Resistance +23% acid +25% fire +25% cold +29% lightning Physical save +10 (+2 eff.) Rings make your fingers look great! |
![]() 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 T2 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +24 (+12 eff.) Spellpower +8 (+1 eff.) Mindpower +8 (+3 eff.) Damage +12% lightning Accuracy +15 (+3 eff.) Ignore Armor +4 When Hit 2 lightning defense ------ Armor +4 Defense +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 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 level 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 30 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 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 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 4 tidal wave that expands slowly over 7 turns, dealing 28.52 cold and 31.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +16 Str +2 Dex +2 Wil +11 Cun +15 Con offense ------ Physical Power +29 (+14 eff.) defense ------ Crit Resistance 16.70% Life +44.00 Disarm Resist +48% Pinning Resist +50% Knockbk Resist +47% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% fire defense ------ Resistance +20% fire Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +8 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Silence Resist +22% other ------- Mana/turn +0.17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 145% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 40 [Unique] Steamtech Weapon Damage 182% Range: 1.0x-1.5x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str other ------- Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 175% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +56 acid +40 nature While equipped: offense ------ Ignore resists +31% acid +35% nature Ignore Armor +20 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +18 blight On-Hit, radius 1 +20 fire On Hit: * 30% chance to reduce strength, dexterity, and constitution by 40 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +13 Str +13 Dex +10 Mag +11 Wil +9 Cun +12 Con Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: 20% Curse of Death level 5 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 112% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 20 physical Damage +20% physical Ignore resists +18% physical defense ------ Resistance +20% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +18 Wil +20 Cun offense ------ Spell Crit +20% Critical power +19.00% Spellpower +15 (+2 eff.) Spellpower/crit +9 Damage +30% lightning +3% temporal Ignore resists +20% arcane +5% temporal defense ------ Defense +11 (+3 eff.) Resistance +12% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 283.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 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 positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 81/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 152% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +15 Mag +5 Wil +8 Cun +13 Con offense ------ Physical Crit +5.0% Spell Crit +5% Critical power +27.00% Spellpower +29 (+5 eff.) Damage +42% blight defense ------ Physical save +3 (+1 eff.) Mind save +6 (+2 eff.) other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max mana +110.00 Max hate +8.00 Max vim +50.00 Max negative +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 164% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Mag +6 Wil offense ------ Spell Crit +5% Spellpower +36 (+6 eff.) Damage +6% blight +52% fire defense ------ Resistance +6% fire Spell save +15 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Vim-on-crit +1.00 Max mana +95.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% blight defense ------ Armor +11 Defense +12 (+3 eff.) other ------- Wards +3 blight Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% darkness defense ------ Armor +12 Hardiness +9% Physical save +11 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +11 Mag +11 Wil +11 Cun offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Spellpower/crit +13 Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Weapon Damage 169% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +87 On-hit +8 cold On-Hit, radius 1 +12 mind On-crit, radius 2 +4 acid Uses 1.0 Steam While equipped: offense ------ Mind Crit +3% Critical power +10.00% Ignore resists +20% mind When Hit 8 cold defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +20% physical +20% light +20% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Nature/Steamtech Weapon Damage 152% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +106 On-crit, radius 2 +59 fire Uses 1.0 Steam While equipped: offense ------ Global Speed +11% Ignore resists +25% fire defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Disrupt/Master/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +106 Uses 1.0 Steam While equipped: Stats +6 Con offense ------ On-Hit 25 acid 25 nature On-Hit (Melee): * 25 arcane resource burn When Hit: * 15 arcane resource burn defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +20% acid +20% nature +27% lightning other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Normal] Steamtech Weapon Damage 152% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +101 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +9 Str +11 Dex +13 Mag +13 Wil +13 Cun +13 Con One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) When Hit 4 fire defense ------ Defense +5 (+1 eff.) Resistance +3% nature +6% darkness Crit Resistance 15.00% Physical save +8 (+2 eff.) Unlife -80.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 40 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Physical Power +3 (+2 eff.) Damage +3% darkness defense ------ Resistance +2% physical Spell save +6 (+2 eff.) Disease Resist +20% Confus Resist +10% Pinning Resist +20% other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +1 Wil offense ------ Damage +12% lightning Ignore resists +20% mind +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +7% lightning +8% temporal Mind save +7 (+2 eff.) Life +101.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower +10 (+1 eff.) Ignore resists +5% arcane defense ------ Fatigue -4% Resistance +3% cold Spell save +3 (+1 eff.) other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +13 Dex +4 Con offense ------ When Hit 10 light 8 fire defense ------ Defense +2 (+1 eff.) Resistance +16% blight +16% nature +20% light Life Regen +7.00 Healmod +16% 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 [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+5 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil +1 Con defense ------ Defense +1 (+1 eff.) Resistance +3% fire Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Resistance +0% lightning Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 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 32% chance to evade melee and ranged attacks and 24 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 cloth armor [Rare] Arcane While equipped: Stats +2 Dex +6 Mag +6 Wil +4 Con offense ------ Spell Crit +5% Critical power +20.00% Physical Power +10 (+5 eff.) Spellpower +10 (+1 eff.) Damage +19% arcane +30% temporal defense ------ Resistance +18% light +15% all Crit Resistance 15.52% Life +103.44 Pinning Resist +21% other ------- Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +20% Physical Power +15 (+8 eff.) Spellpower +49 (+8 eff.) Damage +18% all Ignore Armor +3 When Hit: * 38% chance to reduce strength, dexterity, and constitution by 40 * 32% chance to reduce damage dealt by 27% defense ------ Resistance +15% all Physical save +9 (+2 eff.) Spell save +25 (+7 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Mana/turn +0.33 Max mana +100.00 Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +16 Mag offense ------ Spell Crit +6% Physical Power +25 (+13 eff.) Spellpower +6 (+1 eff.) Damage +29% arcane +27% physical +28% mind +53% temporal Ignore resists +15% temporal +15% physical Ignore Armor +2 defense ------ Resistance +1% physical +28% mind +15% all Physical save +3 (+1 eff.) Anomaly Control +16 other ------- Stamina/turn +3.00 Max mana +68.00 Light +1 See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+4 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. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun +3 Dex offense ------ Spell Crit +7% Spellpower +27 (+4 eff.) Damage +13% arcane +7% all defense ------ Resistance +11% all other ------- Mana/turn +0.12 Max mana +82.00 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Dex +3 Wil +11 Con offense ------ Damage +21% nature +18% acid Ignore resists +25% acid defense ------ Resistance +9% acid +31% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +20% blight +15% all Life +100.00 Life Regen +5.80 Healmod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +8 Mag +7 Wil offense ------ Damage +28% lightning +25% physical +29% cold defense ------ Resistance +13% lightning +15% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +4 Mag +24 Wil +4 Cun +6 Con offense ------ Critical power +20.00% Mindpower +20 (+6 eff.) Damage +27% nature defense ------ Armor +19 Unlife -80.00 life other ------- Max stamina +40.80 Blink to a nearby random location (rad 15) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +6 Mag +3 Con offense ------ Critical power +25.00% Spellpower +20 (+3 eff.) Spellpower/crit +8 Move Speed +10% When Hit 10 arcane 8 physical defense ------ Armor +5 Fatigue -9% Resistance +21% nature Unlife -80.00 life Life +59.00 other ------- Stamina/turn +0.80 Mana/turn +0.16 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+3 eff.) Ignore Armor +13 defense ------ Armor +5 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +14 Fatigue +4% other ------- Stamina/turn +1.20 Max stamina +34.00 Infravision +2 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 T5 feet armor [Normal] While equipped: defense ------ Armor +5 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +7 (+3 eff.) Ignore resists +9% physical defense ------ Armor +5 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +8 (+3 eff.) Ignore resists +10% physical defense ------ Armor +5 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +34% Stun Resist +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +6 Cun +6 Con defense ------ Armor +5 Fatigue +4% Physical save +21 (+5 eff.) Mind save +16 (+4 eff.) other ------- Stamina/turn +0.90 Max stamina +37.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +14 Lck offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +5% defense ------ Armor +5 Fatigue +5% Resistance +3% lightning +3% temporal +14% nature +15% mind Crit Resistance 5.00% Spell save +10 (+3 eff.) Mind save +3 (+1 eff.) Life +110.00 Healmod +18% Pinning Resist +10% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 203.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+5 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 T1 head armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil +4 Cun +1 Con offense ------ Damage +20% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag offense ------ On-Hit (Melee): * 20% chance to reduce armor by 50% defense ------ Armor +5 Fatigue +4% other ------- Light +1 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag +0 Cun offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+1 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +12% mind defense ------ Defense +2 (+1 eff.) Resistance +17% mind +6% nature Physical save +8 (+2 eff.) Mind save +10 (+3 eff.) Life +60.00 Life Regen +2.00 Disease Resist +20% Knockbk Resist +20% other ------- Max psi +16.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str +6 Dex +6 Cun +6 Con offense ------ Accuracy +20 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +6% blight +18% nature +9% light Mind save +6 (+2 eff.) Unlife -40.00 life Silence Resist +20% Confus Resist +20% Knockbk Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +20 Dex defense ------ Armor +5 Fatigue +5% Resistance +25% darkness other ------- Infravision +7 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +20% darkness +20% physical defense ------ Defense +3 (+1 eff.) Resistance +8% lightning +7% temporal +8% light +8% fire +8% nature +8% acid +14% physical +8% blight +8% cold +27% darkness other ------- Max hate +15.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +11 Fatigue +5% other ------- Infravision +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +8 Con +10 Wil defense ------ Armor +5 Fatigue +5% Resistance +14% blight Mind save +15 (+4 eff.) A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +7 Dex +10 Wil defense ------ Armor +5 Fatigue +5% Resistance +12% blight Mind save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +23 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +10 Str +4 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% blight +12% physical +45% darkness other ------- Light +4 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane/Master While equipped: Stats +10 Con defense ------ Armor +16 Fatigue +37% Resistance +44% fire -19% light +15% darkness Physical save +10 (+2 eff.) Spell save +5 (+2 eff.) Mind save +10 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature/Disrupt While equipped: defense ------ Armor +16 Fatigue +22% Resistance +19% nature +20% blight Resist Against +15% Unnatural Life Regen +8.00 other ------- Stamina/turn +2.10 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Life +67.00 Life Regen +11.00 Healmod +20% A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +18.0% Physical Power +13 (+7 eff.) On-Hit 10 fire When Hit 21 fire defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Mag +6 Wil +9 Cun offense ------ Damage +19% light +16% darkness defense ------ Armor +10 Fatigue +8% Resistance +20% physical +20% light +20% darkness Windwall +105 Slow Projectiles +39% other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T4 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 166% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +26 Critical Rate +16.5% Capacity 22 Auto Reload 6 Projectile Speed +200% On-ranged-hit +35 mind +8 fire On-Hit, radius 1 +21 blight On-crit, radius 2 +21 blight +8 fire On Hit: * 26% chance to reduce all saves and defense by 34 * 20% chance to create vines that bind the target to the ground dealing 224 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 20% Wil, 60% Dex, 50% Str Damage Mind Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 60% Dex, 20% Mag, 50% Str Damage Bright light 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. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 174% Range: 1.0x-1.4x Uses 70% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Disrupt/Psionic Weapon Damage 166% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Deals 96 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Master Weapon Damage 219% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +41.0% Capacity 20 Projectile Speed +200% On Hit: * 21% chance to slow global speed by 62% * 21 arcane resource burn On Critical: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil offense ------ Damage +6% nature When Hit 2 mind defense ------ Resistance +10% nature Mind save +6 (+2 eff.) other ------- Psi when Hit +0.12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 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 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 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 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +12% temporal Life +44.00 other ------- Mana/turn +0.08 Max mana +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Dex defense ------ Resistance +6% mind Spell save +3 (+1 eff.) Mind save +5 (+1 eff.) Life +20.00 Silence Resist +20% other ------- Light +3 See Stealth +8 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 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 T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 182% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 880.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Arcane Weapon Damage 168% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On Hit: 20% Curse of Defenselessness level 5 On Hit: * Create an explosion dealing 195 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 177% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +17.0% Capacity 22 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +4 Hardiness +20% Fatigue +2% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +16% light other ------- Light +4 See Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 161 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 98 Armor: 0 All Resist: 2 Puts all charms on 25 turn cooldown 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 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 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 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.
Achievements
By Save me the Dwarf Archmage level 34
7th Shortage 122nd year of Ascendancy at 03:53 see stats
By Save me the Dwarf Archmage level 34
22nd Loss 122nd year of Ascendancy at 07:48 see stats
By Save me the Dwarf Archmage level 40
20th Iron 123rd year of Ascendancy at 19:05 see stats
By Save me the Dwarf Archmage level 44
42nd Steel 123rd year of Ascendancy at 07:08 see stats
By Save me the Dwarf Archmage level 38
11st Iron 123rd year of Ascendancy at 10:28 see stats
By Save me the Dwarf Archmage level 26
16th Wealth 122nd year of Ascendancy at 13:25 see stats
By Save me the Dwarf Archmage level 9
26th Voratun 122nd year of Ascendancy at 08:28 see stats
By Save me the Dwarf Archmage level 36
13rd Shortage 122nd year of Ascendancy at 08:55 see stats
By Save me the Dwarf Archmage level 50
15th Profit 123rd year of Ascendancy at 09:59 see stats
By Save me the Dwarf Archmage level 33
4th Loss 122nd year of Ascendancy at 09:21 see stats
By Save me the Dwarf Archmage level 50
19th Wealth 123rd year of Ascendancy at 21:21 see stats
By Save me the Dwarf Archmage level 25
6th Wealth 122nd year of Ascendancy at 01:09 see stats
By Save me the Dwarf Archmage level 33
4th Loss 122nd year of Ascendancy at 17:51 see stats
By Save me the Dwarf Archmage level 40
20th Iron 123rd year of Ascendancy at 09:30 see stats
By Save me the Dwarf Archmage level 50
38th Stralite 123rd year of Ascendancy at 11:31 see stats
By Save me the Dwarf Archmage level 10
2nd Acquisition 122nd year of Ascendancy at 19:18 see stats
By Save me the Dwarf Archmage level 20
26th Profit 122nd year of Ascendancy at 07:23 see stats
By Save me the Dwarf Archmage level 30
28th Dearth 122nd year of Ascendancy at 05:34 see stats
By Save me the Dwarf Archmage level 40
20th Iron 123rd year of Ascendancy at 04:23 see stats
By Save me the Dwarf Archmage level 50
18th Stralite 123rd year of Ascendancy at 19:09 see stats
By Save me the Dwarf Archmage level 50
38th Stralite 123rd year of Ascendancy at 00:20 see stats
By Save me the Dwarf Archmage level 23
3rd Wealth 122nd year of Ascendancy at 20:59 see stats
By Save me the Dwarf Archmage level 50
19th Stralite 123rd year of Ascendancy at 10:06 see stats
By Save me the Dwarf Archmage level 47
8th Stralite 123rd year of Ascendancy at 02:48 see stats
By Save me the Dwarf Archmage level 31
30th Dearth 122nd year of Ascendancy at 14:37 see stats
By Save me the Dwarf Archmage level 37
8th Iron 123rd year of Ascendancy at 05:55 see stats
By Save me the Dwarf Archmage level 6
18th Voratun 122nd year of Ascendancy at 18:29 see stats
By Save me the Dwarf Archmage level 50
19th Wealth 123rd year of Ascendancy at 21:20 see stats
By Save me the Dwarf Archmage level 9
1st Acquisition 122nd year of Ascendancy at 21:40 see stats
By Save me the Dwarf Archmage level 50
37th Stralite 123rd year of Ascendancy at 20:47 see stats
By Save me the Dwarf Archmage level 50
19th Wealth 123rd year of Ascendancy at 21:21 see stats
By Save me the Dwarf Archmage level 16
9th Profit 122nd year of Ascendancy at 18:47 see stats
By Save me the Dwarf Archmage level 41
12nd Steel 123rd year of Ascendancy at 10:05 see stats
By Save me the Dwarf Archmage level 23
35th Profit 122nd year of Ascendancy at 14:43 see stats
By Save me the Dwarf Archmage level 16
8th Profit 122nd year of Ascendancy at 06:24 see stats
By Save me the Dwarf Archmage level 33
21st Loss 122nd year of Ascendancy at 16:05 see stats
Log
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 1052 healing.
Resting starts...
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 718 healing.
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 106 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
Rested for 60 turns.
The furious lightning storm around Save me calms down and disappears.
Galen's Flowing Robe activates and resets Save me's Thunderstorm cooldown!
Galen's Flowing Robe activates and resets Save me's Tempest cooldown!
Galen's Flowing Robe activates and resets Save me's Keen Senses cooldown!
Galen's Flowing Robe activates and resets Save me's Disruption Shield cooldown!