











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 2745% |
Size | medium |
Lifes / Deaths | Killed by Lisarann the elven corruptor at level 26 on the 20th Haze 122nd year of Ascendancy at 08:24 2 / 6Killed by Yvalaith the elven blood mage at level 28 on the 22nd Haze 122nd year of Ascendancy at 00:46 Killed by Eilinarevena the brown bear at level 34 on the 2nd Wintertide 123rd year of Ascendancy at 20:23 Killed by Mirror Image (Elandar) at level 50 on the 67th Haze 123rd year of Ascendancy at 07:46 Killed by Elandar at level 50 on the 67th Haze 123rd year of Ascendancy at 12:08 Killed by OrangeMarmalade at level 50 on the 67th Haze 123rd year of Ascendancy at 18:48 |
Primary Stats
Strength | 120 (base 66) |
Dexterity | 37 (base 13) |
Constitution | 105 (base 61) |
Magic | 141 (base 60) |
Willpower | 59 (base 10) |
Cunning | 69 (base 28) |
Resources
Life | 1615/1615 |
Mana | 679/679 |
Stamina | 410/410 |
Positive | 48/197 |
Healing Factor | 1.7482089082941 |
Regeneration | 0.43705222707352 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 23 |
Infravision | 11 |
See Stealth | 18 |
See Invisible | 49 |
Offense: Mainhand
Damage | 142 |
Accuracy | 52 |
Crit Chance | 85% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 83 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Arcane | +54% |
Mind | +17% |
All | +14% |
Darkness | +49% |
Light | +111% |
Temporal | +42% |
Physical | +24% |
Fire | +14% |
Cold | +17% |
Offense: Damage Penetration
Acid | +50% |
Blight | +10% |
Arcane | +15% |
Cold | +10% |
All | 0% |
Darkness | +12% |
Light | +39% |
Temporal | +18% |
Physical | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 43 (44.574340358689%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 49 |
Mental Save | 53 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 65%( 70%) |
All | + 25%( 70%) |
Lightning | + 33%( 70%) |
Light | + 80%( 80%) |
Temporal | + 70%( 70%) |
Physical | + 25%( 70%) |
Fire | + 61%( 70%) |
Darkness | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 79% |
Blind Resistance | 100% |
Silence Resistance | 96% |
Bleed Resistance | 60% |
Pinning Resistance | 32% |
Disarm Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1003% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -743 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 743 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 46 up to 8 times. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.50 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Radiance | 1.50 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Celestial / Chants | 1.90 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. 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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Ce'Nobeth the hornet swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Salelaith the red crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2708. | 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. | active |
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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Mag +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +6 (+1 eff.) Dmg.mod +12% arcane Res.pen +12% darkness +18% temporal Apr +13 ----- def ----- Armour +5 Fatigue +4% Resists +29% darkness +30% temporal Silence- +46% Confus- +50% Stun/Frz- +50% Def/telep +26 Res/telep +20% Dur/telep +28% ---------- misc Stam/turn +1.30 Vim/s.crit +2.00 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +15% darkness Res.pen +15% arcane +10% nature Phasing +30% On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +15% light Affinity +5% darkness Blind- +50% Confus- +29% ---------- misc Max.vim +40.00 Light +21 Infravis +5 See.Stealth +18 See.Invis +25 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +14 Mag +3 Cun +18 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Dmg.mod +28% arcane +13% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 40% chance to reduce strength, dexterity, and constitution by 35 * 39% chance to reduce damage dealt by 24% ----- def ----- Defense +3 (+1 eff.) Resists +13% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +20 Str +20 Wil dps ---------- Phys.crit +29.0% Mind.crit +30% Dmg.mod +6% acid +15% temporal Res.pen +30% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +13 Str +12 Dex +4 Mag +4 Wil +12 Cun +12 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% acid Res.pen +20% acid +5% light Acc +12 (+4 eff.) Melee Ret 4 acid ----- def ----- Resists +9% light Max.HP +43.00 Disarm- +32% Pinning- +32% Knockbk- +35% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Str +2 Dex +11 Mag +6 Wil -6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Melee+ 31 light Ranged+ 27 light Dmg.mod +36% light +20% darkness ----- def ----- Resists +3% acid +40% darkness +34% light Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Resists +9% acid +18% fire +43% cold Heal.mod +23% Cut- +60% ---------- misc Masteries +0.40 Celestial/Chants Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.crit +20% Crit.mult +55.00% Spell.pwr +24 (+4 eff.) S.pwr/crit +11 Melee+ 33 fire Dmg.mod +3% mind +30% light Melee Ret 4 mind ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Max.hate +6.00 See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +2 Mag +11 Wil +7 Cun +5 Con dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +10% blight Against +22% Summoned ----- def ----- D.Red.from +39% Summoned Mind.save +26 (+8 eff.) Max.HP +103.00 ---------- misc See.Invis +9 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +316 Melee+ +16 fire On Crit.r2 +4 arcane While equipped: Stats +6 Str +3 Mag +6 Con dps ---------- Phys.crit +1.0% Spell.crit +3% Res.pen +15% physical Apr +2 Melee Ret 31 fire ----- def ----- Armour +22 Fatigue +8% Resists +20% fire +20% temporal +17% darkness +20% light Phys.save +15 (+5 eff.) ---------- misc Stam/turn +3.55 Max.mana +40.00 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (507) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 darkness, 3 cold, 3 mind, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 805 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 513.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 63% faster, and you are invisible (power 22). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 209 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 4 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 8 times. Its effects scale with your 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +7 Dex +5 Mag dps ---------- Phys.crit +4.0% Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% acid +8% fire +8% cold +8% lightning Melee Ret 10 physical ----- def ----- Defense +15 (+5 eff.) Resists +15% darkness Max.HP +80.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil dps ---------- Spell.crit +5% Phys.pwr +8 (+2 eff.) Spell.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +6% darkness +6% temporal +6% light +15% physical Res.pen +20% mind ----- def ----- Resists +26% mind Crit.chn- 10.00% Confus- +44% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Str +5 Wil +3 Cun +8 Con ----- def ----- Mind.save +9 (+3 eff.) Blind- +33% ---------- misc Equi/ret +0.12 Psi/ret +0.12 Infravis +8 Sight +2 See.Invis +12 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +3 Mag +11 Cun +8 Con dps ---------- Spell.crit +3% Mind.crit +1% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +6% acid +5% fire +6% cold +4% lightning ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Res.Cap +4% all Phys.save +18 (+6 eff.) Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +14 (+2 eff.) Mind.pwr +15 (+5 eff.) Acc +17 (+6 eff.) Apr +12 ----- def ----- Defense +17 (+5 eff.) Resists +6% blight Phys.save +22 (+7 eff.) Spell.save +17 (+6 eff.) Mind.save +17 (+6 eff.) Heal.mod +5% ---------- misc Light +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Dmg.mod +15% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Blind- +44% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +10.00 Infravis +5 See.Stealth +16 See.Invis +21 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +5% mind On Hit (Melee): * 21% chance to reduce all saves and defense by 29 ----- def ----- Resists +26% acid +1% physical +3% darkness +30% fire +24% cold +27% lightning Mind.save +13 (+4 eff.) Heal.mod +5% Blind- +20% Confus- +34% Teleport- +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Cun +15 Dex dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Dmg.mod +14% darkness +6% fire Acc +18 (+6 eff.) ----- def ----- Armour +4 Resists +28% darkness Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Resists +18% acid +25% fire +19% lightning +21% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +9 Dex dps ---------- Phys.crit +3.0% Res.pen +15% nature Acc +10 (+4 eff.) Apr +4 ----- def ----- Armour +2 Max.HP +65.00 HP.reg +15.00 Heal.mod +13% Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +32% fire +32% darkness +18% cold Res.pen +10% light ----- def ----- Resists +15% darkness +36% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 10 lightning ----- def ----- Resists +9% temporal +6% cold Phys.save +19 (+6 eff.) Mind.save +15 (+5 eff.) Max.HP +42.00 Heal.mod +15% Poison- +21% Disease- +21% Disarm- +50% Pinning- +50% Knockbk- +46% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 91.5 - 137.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 blight +27 arcane On Hit: * 27% chance to reduce armor by 45% While equipped: Stats +5 Dex +5 Mag +5 Wil +4 Cun dps ---------- Spell.crit +11% ---------- misc Max.mana +100.00 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Master/Psionic Power 71.5 - 107.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +37.0% Crit.mult +42.00% Res.pen +25% fire Apr +19 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Arcane Power 56.0 - 72.8 Fire Uses 10% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +12 Crit +12.0% Atk.spd 100% On Crit.r2 +48 flameshock While equipped: Stats +4 Str +12 Dex +12 Mag +4 Wil +12 Cun +4 Con dps ---------- Dmg.mod +16% fire Ruby: Fire Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master Power 89.5 - 134.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit: * Create an explosion dealing 130 fire damage (1/turn) While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +28% fire Res.pen +24% fire Phasing +20% Acc +14 (+5 eff.) ----- def ----- Defense +19 (+6 eff.) Resists +5% arcane Disarm- +39% ---------- misc Max.vim +30.00 Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 175 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Crit.mult +33.00% Phys.pwr +14 (+3 eff.) Res.pen +16% physical Apr +7 ----- def ----- Disarm- +45% Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +15 Con +12 Wil ----- def ----- Max.HP +110.00 Blunt and deadly. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +11 Cun +5 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Mind.pwr +35 (+11 eff.) Dmg.mod +21% cold +48% darkness +18% mind Res.pen +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 39.0 - 46.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Netherblast 5 While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Spell.crit +5% Crit.mult +37.00% Spell.pwr +26 (+5 eff.) S.pwr/crit +11 Melee+ 22 fire Dmg.mod +6% mind +39% light Res.pen +10% physical ---------- misc Stam/turn +3.00 See.Invis +11 Talents +1 Command Staff On Spell Hit: 20% Netherblast 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Mag +20 Wil +18 Cun dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +10 Melee+ 30 fire Dmg.mod +30% temporal ---------- misc See.Invis +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Mag +2 Wil +2 Con dps ---------- Phys.crit +20.0% Spell.crit +13% Phys.pwr +28 (+7 eff.) Spell.pwr +34 (+6 eff.) Dmg.mod +30% darkness +18% light Acc +29 (+9 eff.) ----- def ----- Defense +28 (+9 eff.) Resists +9% nature ---------- misc Light +10 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 312.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Normal] Power 54.5 - 87.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 130 cold damage (1/turn) While equipped: dps ---------- Phys.crit +15.0% Crit.mult +35.00% Dmg.mod +30% cold Res.pen +26% cold Apr +15 One-handed war axes. |
![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +3 Str +8 Dex +8 Cun +13 Lck dps ---------- Crit.mult +10.00% Apr +1 ----- def ----- Resists +8% fire +11% cold Stealth +15 ---------- misc T.Disarm +16 Max.stam +20.00 Infravis +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% temporal +3% light +6% fire +3% nature +6% cold Spell.save +3 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +30% acid +3% physical Phys.save +15 (+5 eff.) Spell.save +11 (+4 eff.) Max.HP +100.00 Disarm- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +10% lightning +26% temporal Blind- +20% Silence- +20% Confus- +20% Teleport- +20% ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% darkness +5% blight ----- def ----- Armour +6 Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% fire Acc +5 (+2 eff.) Apr +3 ----- def ----- Defense +6 (+2 eff.) Phys.save +14 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +7% Res.pen +34% darkness +34% mind On Hit (Melee): * 27% chance to reduce armor by 45% ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +27% cold +30% fire Spell.save +15 (+5 eff.) HP.reg +5.44 Heal.mod +25% Poison- +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +8% Res.pen +20% light +5% fire Melee Ret 6 fire ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +3% light +8% fire +9% cold +8% lightning Phys.save +12 (+4 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +28% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% fire On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Armour +1 Resists +5% arcane +3% light HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Cun +8 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +5 Defense +35 (+11 eff.) Fatigue +4% Resists +30% lightning +28% temporal +6% cold Phys.save +25 (+8 eff.) Mind.save +25 (+8 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.30 Max.stam +73.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Wil +6 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +6% physical Res.pen +10% physical Melee Ret 8 acid ----- def ----- Armour +5 Defense +26 (+8 eff.) Fatigue -4% Phys.save +15 (+5 eff.) ---------- misc Max.enc +50 Stam/turn +2.00 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +3% lightning +6% fire +15% acid Crit.chn- 15.00% Phys.save +12 (+4 eff.) HP.reg +10.00 Heal.mod +15% Confus- +20% ---------- misc Light +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +2 Mag +3 Cun +7 Con dps ---------- Crit.mult +25.00% Dmg.mod +6% physical On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 35 * 24% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.mana +20.00 Spell.cld 10% Size +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +27% light Res.pen +25% light Melee Ret 6 light 6 blight ----- def ----- Armour +4 Fatigue +3% Resists +18% light HP.reg +7.00 Heal.mod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +18 (+6 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +12 Str +4 Con dps ---------- Phys.pwr +31 (+7 eff.) Dmg.mod +9% nature ----- def ----- Armour +9 HP.reg +4.70 ---------- misc Stam/turn +1.00 Psi/turn +0.35 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +9 Mag +10 Wil dps ---------- Phys.crit +6.0% Phys.pwr +30 (+7 eff.) Spell.pwr +16 (+3 eff.) Melee+ 14 arcane Dmg.mod +9% arcane Res.pen +10% nature Acc +15 (+5 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +9% arcane Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 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. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex +5 Wil +1 Cun +8 Lck dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +3% ----- def ----- Armour +4 Fatigue +4% Resists +23% blight +14% light +13% darkness Mind.save +8 (+3 eff.) ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +15% temporal A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +9 Str +9 Mag +7 Wil +9 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +9% Phys.pwr +22 (+5 eff.) Spell.pwr +22 (+4 eff.) Mind.pwr +22 (+7 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +25% Resists +18% lightning -18% light +9% blight +10% fire +27% acid +13% darkness Phys.save +15 (+5 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) HP.reg +2.00 Disease- +20% Confus- +10% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Dmg.mod +9% darkness +15% arcane ----- def ----- Armour +24 Defense +5 (+1 eff.) Fatigue +12% Resists +27% acid +11% physical +15% darkness +12% lightning +27% cold +5% arcane +12% fire Mind.save +23 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 196.32 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+5 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 267.84 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +16 Fatigue +22% Resists +20% darkness +15% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 105.89 to 132.36 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 64.0 - 76.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +274 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) ----- def ----- Armour +21 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Master/Psionic Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 54 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +25% fire ----- def ----- Defense +30 (+10 eff.) Resists +9% darkness +5% arcane Affinity +15% darkness HP.reg +4.00 Heal.mod +15% Disease- +20% Silence- +20% ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str +5 Wil dps ---------- Mind.pwr +35 (+11 eff.) Dmg.mod +15% blight Res.pen +20% blight On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Fatigue -10% Resists +18% acid Mind.save +18 (+6 eff.) ---------- misc Equi/ret +0.60 Psi/ret +0.28 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Disease- +15% Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 60/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Dmg.mod +15% nature Res.pen +10% mind +20% nature +29% all Apr +30 ----- def ----- Resists +9% nature Mind.save +12 (+4 eff.) Max.HP +80.00 ---------- misc Equi/ret +0.16 Light +9 See.Stealth +25 See.Invis +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +26.00% Melee Ret 10 blight ----- def ----- Resists +12% lightning +6% arcane +39% acid Phys.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Heal.mod +21% Blind- +26% Disease- +26% Cut- +26% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +9% darkness Affinity +5% light Blind- +34% Confus- +21% ---------- misc Light +9 See.Stealth +11 See.Invis +16 Sun Flare: Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 474.91 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Nature Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +25 lightning On Crit.r2 +14 lightning On Hit: * 20% chance to create vines that bind the target to the ground dealing 189 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Dex +4 Wil +3 Con dps ---------- Melee Ret 2 darkness ---------- misc Infravis +2 Setup a psionic shield, reducing all damage taken by 157 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 556 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.crit +4% Crit.mult +20.00% S.pwr/crit +4 Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% ---------- misc Vim/s.crit +2.00 Blast the opponent's mind dealing 322 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By OrangeMarmalade the Cornac Sun Paladin level 40
55th Regrowth 123rd year of Ascendancy at 12:25 see stats
By OrangeMarmalade the Cornac Sun Paladin level 40
53rd Regrowth 123rd year of Ascendancy at 14:32 see stats
By OrangeMarmalade the Cornac Sun Paladin level 45
39th Pyre 123rd year of Ascendancy at 06:58 see stats
By OrangeMarmalade the Cornac Sun Paladin level 46
44th Pyre 123rd year of Ascendancy at 14:18 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
34th Dusk 123rd year of Ascendancy at 18:42 see stats
By OrangeMarmalade the Cornac Sun Paladin level 34
3rd Allure 123rd year of Ascendancy at 00:02 see stats
By OrangeMarmalade the Cornac Sun Paladin level 43
31st Pyre 123rd year of Ascendancy at 16:54 see stats
By OrangeMarmalade the Cornac Sun Paladin level 35
3rd Regrowth 123rd year of Ascendancy at 06:11 see stats
By OrangeMarmalade the Cornac Sun Paladin level 32
51st Haze 122nd year of Ascendancy at 02:36 see stats
By OrangeMarmalade the Cornac Sun Paladin level 24
16th Haze 122nd year of Ascendancy at 22:22 see stats
By OrangeMarmalade the Cornac Sun Paladin level 42
79th Regrowth 123rd year of Ascendancy at 22:54 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
59th Haze 123rd year of Ascendancy at 08:10 see stats
By OrangeMarmalade the Cornac Sun Paladin level 35
12nd Regrowth 123rd year of Ascendancy at 08:20 see stats
By OrangeMarmalade the Cornac Sun Paladin level 48
44th Pyre 123rd year of Ascendancy at 16:06 see stats
By OrangeMarmalade the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 02:42 see stats
By OrangeMarmalade the Cornac Sun Paladin level 20
26th Dusk 122nd year of Ascendancy at 20:46 see stats
By OrangeMarmalade the Cornac Sun Paladin level 30
28th Haze 122nd year of Ascendancy at 00:40 see stats
By OrangeMarmalade the Cornac Sun Paladin level 40
53rd Regrowth 123rd year of Ascendancy at 14:13 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
12nd Dusk 123rd year of Ascendancy at 06:00 see stats
By OrangeMarmalade the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:50 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
57th Haze 123rd year of Ascendancy at 21:47 see stats
By OrangeMarmalade the Cornac Sun Paladin level 21
43rd Dusk 122nd year of Ascendancy at 09:56 see stats
By OrangeMarmalade the Cornac Sun Paladin level 42
20th Pyre 123rd year of Ascendancy at 22:55 see stats
By OrangeMarmalade the Cornac Sun Paladin level 22
9th Haze 122nd year of Ascendancy at 20:06 see stats
By OrangeMarmalade the Cornac Sun Paladin level 43
31st Pyre 123rd year of Ascendancy at 18:22 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
67th Haze 123rd year of Ascendancy at 18:47 see stats
By OrangeMarmalade the Cornac Sun Paladin level 17
20th Dusk 122nd year of Ascendancy at 17:56 see stats
By OrangeMarmalade the Cornac Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 17:22 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
44th Dusk 123rd year of Ascendancy at 08:04 see stats
By OrangeMarmalade the Cornac Sun Paladin level 15
3rd Flare 122nd year of Ascendancy at 09:46 see stats
By OrangeMarmalade the Cornac Sun Paladin level 48
66th Pyre 123rd year of Ascendancy at 09:47 see stats
By OrangeMarmalade the Cornac Sun Paladin level 50
67th Haze 123rd year of Ascendancy at 18:48 see stats
By OrangeMarmalade the Cornac Sun Paladin level 22
10th Haze 122nd year of Ascendancy at 22:01 see stats
By OrangeMarmalade the Cornac Sun Paladin level 16
8th Dusk 122nd year of Ascendancy at 14:04 see stats
By OrangeMarmalade the Cornac Sun Paladin level 39
52nd Regrowth 123rd year of Ascendancy at 04:13 see stats
Log
Talent Block is ready to use.
Lightburn from OrangeMarmalade hits Elandar for 41 light damage.
OrangeMarmalade receives 91 healing from Temporal Restoration Field.
Elandar casts Regeneration.
Elandar starts regenerating health quickly.
Elandar casts Glacial Vapour.
Elandar's spell attains critical power!
--------------------------------
OrangeMarmalade casts Flash of the Blade.
OrangeMarmalade performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
OrangeMarmalade whirls around and a radiant shield surrounds them!
Talent Searing Sight is ready to use.
OrangeMarmalade hits Elandar for 307 light damage.
OrangeMarmalade receives 193 healing from Mark of Light from OrangeMarmalade.
OrangeMarmalade receives 91 healing from Temporal Restoration Field.
OrangeMarmalade killed Elandar!
Elandar's glacial vapour area effect hits OrangeMarmalade for (79 stormshielded), 0 cold (0 total damage).
--------------------------------
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.