









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 2022% |
Size | big |
Lifes / Deaths | Killed by Zubewyn the skeleton warrior at level 22 on the 65th Pyre 123rd year of Ascendancy at 16:42 0 / 9Killed by Nimisil at level 36 on the 44th Regrowth 124th year of Ascendancy at 12:06 Killed by Pale Drake at level 37 on the 72nd Regrowth 124th year of Ascendancy at 00:30 Killed by orc necromancer at level 42 on the 33rd Dusk 124th year of Ascendancy at 13:26 Killed by armoured skeleton warrior at level 44 on the 47th Dusk 124th year of Ascendancy at 13:01 Killed by Emyrana the Invoker at level 48 on the 28th Regrowth 125th year of Ascendancy at 07:34 Killed by Hypostasis of Entropy at level 50 on the 42nd Haze 125th year of Ascendancy at 11:14 Killed by Hypostasis of Entropy at level 50 on the 42nd Haze 125th year of Ascendancy at 12:46 Killed by Hypostasis of Entropy at level 50 on the 42nd Haze 125th year of Ascendancy at 13:11 |
Primary Stats
Strength | 105 (base 60) |
Dexterity | 146 (base 60) |
Constitution | 22 (base 14) |
Magic | 31 (base 14) |
Willpower | 74 (base 31) |
Cunning | 101 (base 60) |
Resources
Life | -271/1328 |
Positive | 158/197 |
Stamina | 276/407 |
Healing Factor | 1.1024166372472 |
Regeneration | 0.27560415931181 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 71.196276305722 |
See Invisible | 71.196276305722 |
Offense: Mainhand
Damage | 290 |
Accuracy | 99 |
Crit Chance | 92% |
APR | 57 |
Speed | 0.91 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +56% |
Blight | +53% |
Physical | +70% |
Cold | +71% |
All | +44% |
Lightning | +56% |
Light | +68% |
Temporal | +85% |
Mind | +84% |
Darkness | +72% |
Fire | +64% |
Nature | +53% |
Offense: Damage Penetration
Lightning | +50% |
Physical | +67% |
All | +25% |
Defense: Base
Armour (hardiness) | 18 (83.061205809432%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 37 |
Mental Save | 48 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 70%( 70%) |
All | + 32%( 70%) |
Physical | + 50%( 70%) |
Lightning | + 44%( 70%) |
Light | + 39%( 70%) |
Temporal | + 42%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 57%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 39% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 10% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Disarm Resistance | 87% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 561 damage for 7 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 42 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. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 168 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery prowess | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Marksmanship | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
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 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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Islyleda the ghoul. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Glyreriavena the giant eel. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by armoured skeleton warrior. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2477. | 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 |
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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +14 Lck offense ------ Move Speed +10% defense ------ Armor +9 Defense +18 (+3 eff.) Fatigue -9% Resistance +2% physical +3% light +5% arcane Stealth +14 Life +135.00 other ------- Stamina/turn +0.80 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 200% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +21.0% Capacity 21 On-ranged-hit +56 physical On-Hit, radius 1 +12 arcane On-crit, radius 2 +24 darkness +16 light On Hit: * 24% chance to reduce damage dealt by 25% * 20% chance to knock the target back 3 spaces and deal 200 physical damage On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +7 Wil offense ------ Physical Crit +10.0% Critical power +18.00% Physical Power +28 (+6 eff.) Damage +37% mind Ignore resists +30% physical defense ------ Resistance +15% cold Physical save +15 (+5 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +5 Wil offense ------ Damage +11% physical +14% temporal +15% darkness +12% light defense ------ Armor +2 Defense +3 (+0 eff.) Resistance +18% lightning +15% temporal +7% light +7% fire +8% nature +7% acid +8% blight +4% cold +5% darkness Physical save +10 (+3 eff.) Silence Resist +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Physical Crit +3.0% Damage +9% nature When Hit 2 lightning defense ------ Defense +10 (+1 eff.) Resistance +5% physical Heal yourself and all friendly characters within 10 spaces for 494 Puts all charms on 13 turn cooldown 100% to heal for 110. 100% to gain a 40% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Cun +10 Dex offense ------ Damage +3% acid Accuracy +28 (+5 eff.) Ignore Armor +13 defense ------ Defense +17 (+2 eff.) Resistance +9% darkness Physical save +6 (+2 eff.) Mind save +9 (+3 eff.) Life +66.00 Disease Resist +20% Disarm Resist +37% Pinning Resist +39% Stun Resist +60% Knockbk Resist +40% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +8 Cun +5 Wil offense ------ Physical Power +11 (+2 eff.) Damage +12% lightning Ignore resists +25% lightning Against +25% Summoned defense ------ Resistance +15% cold +13% fire Resist Against +24% Summoned Spell save +15 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +200% On-Hit, radius 1 +12 temporal While equipped: Stats +2 Cun +9 Dex offense ------ Physical Crit +18.0% Combat Speed +10% Damage +6% temporal Ignore resists +12% physical Accuracy +15 (+3 eff.) defense ------ Armor +4 Resistance +9% nature Mind save +3 (+1 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +15 (+3 eff.) On-Hit 12 blight Damage +9% blight +3% mind Accuracy +9 (+2 eff.) When Hit 2 mind 2 nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 * 20% chance to slow global speed by 58% defense ------ Armor +3 Fatigue +5% Resistance +10% blight +9% nature Physical save +8 (+2 eff.) Mind save +9 (+3 eff.) Disarm Resist +50% 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 [Random Unique] Arcane While equipped: Stats +6 Dex +4 Mag +3 Wil offense ------ Spellpower +40 (+14 eff.) Damage +9% acid +15% physical +20% fire +21% cold +37% all defense ------ Resistance +17% acid +19% physical +6% darkness +18% cold +17% fire +6% mind +15% all other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +2 Mag +3 Wil +3 Cun offense ------ Critical power +20.00% Damage +21% temporal +6% cold Accuracy +11 (+2 eff.) Ignore Armor +11 defense ------ Defense +3 (+0 eff.) Resistance +6% cold Stealth +14 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 [Random Unique] Arcane/Nature While equipped: Stats +7 Str +5 Cun offense ------ On-Hit 14 light 9 darkness Damage +12% light +13% darkness When Hit: * 13% chance to blind * 12% chance to reduce damage dealt by 25% defense ------ Defense +5 (+0 eff.) Resistance +3% blight Blind Resist +10% Stun Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 darkness, 3 blight, 4 fire 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 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 3 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all defense ------ Stun Resist +60% Amulets make your neck look great! |
![]() 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 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (143). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +10 Wil offense ------ Physical Crit +7.0% Ignore resists +25% cold +10% physical Ignore Armor +2 When Hit 4 cold defense ------ Armor +8 Resistance +6% acid Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.17 Technique/Archery training Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +16% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Con +3 Wil offense ------ Mindpower +7 (+3 eff.) defense ------ Mind save +8 (+3 eff.) Confus Resist +16% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +6 Dex defense ------ Fatigue -8% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +6 Str offense ------ Accuracy +17 (+3 eff.) defense ------ Defense +18 (+3 eff.) Resist unseen 15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Dex +5 Mag offense ------ Spell Crit +4% Spellpower +5 (+2 eff.) Damage +6% darkness +6% temporal +6% light +6% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +7 Str +4 Mag offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) Damage +6% light +5% temporal +6% darkness +6% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +10 Mag offense ------ Critical power +33.00% Spellpower +11 (+4 eff.) Damage +13% blight +13% fire Ignore resists +27% mind When Hit 10 cold defense ------ Resistance +12% blight other ------- See Invisibility +24 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Con offense ------ Spellpower/crit +2 defense ------ Physical save +6 (+2 eff.) Life +30.00 Life Regen +2.00 other ------- Mana/turn +0.19 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +1.00 Blind Resist +21% other ------- Stamina/turn +0.70 Infravision +9 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Dex +7 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +2.00 Blind Resist +25% other ------- Stamina/turn +0.60 Infravision +6 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Str +8 Dex +7 Wil other ------- Masteries +0.37 Technique/Combat training +0.37 Technique/Reflexes Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Physical save +45 (+14 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% cold Ignore resists +25% lightning +5% fire defense ------ Resistance +3% blight +26% cold Spell save +6 (+3 eff.) Mind save +15 (+5 eff.) Poison Resist +20% Cut Resist +20% Pinning Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 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 [Rare] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 23 physical On-Ranged-Hit 18 physical Ignore resists +5% acid When Hit 8 temporal On-Hit (Melee): * 10% chance to reduce armor by 32% * 15% chance to reduce all saves and defense by 31 * 20% chance to gain 10% of a turn (3/turn limit) On-Hit (Ranged): * 15% chance to reduce all saves and defense by 31 defense ------ Resistance +3% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 7.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
![]() 0.1 Encumbrance 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 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +5 (+1 eff.) Damage +13% darkness defense ------ Resistance +26% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +43.00 Life Regen +7.00 Healmod +15% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +13% Accuracy +7 (+1 eff.) defense ------ Defense +7 (+1 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 5.9 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% cold defense ------ Fatigue -4% Resistance +22% cold other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +6 Mag offense ------ Spellpower +7 (+3 eff.) defense ------ Life +30.00 Disarm Resist +27% Pinning Resist +27% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag offense ------ Spellpower +11 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Mind save +7 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +8 (+2 eff.) Spell save +7 (+3 eff.) Mind save +13 (+5 eff.) Confus Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Physical save +7 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+2 eff.) Spell save +11 (+5 eff.) Mind save +12 (+4 eff.) Life +32.00 Disarm Resist +36% Pinning Resist +31% Knockbk Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Mindpower +14 (+5 eff.) defense ------ Life +86.00 Life Regen +10.00 Healmod +18% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Psionic While equipped: Stats +10 Cun +6 Wil offense ------ Mindpower +8 (+3 eff.) On-Hit 33 physical On-Ranged-Hit 24 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 31 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 31 other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 7.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Mindpower +10 (+4 eff.) defense ------ Life Regen +5.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +9 (+3 eff.) Ignore resists +25% lightning +25% fire +10% cold When Hit 4 cold defense ------ Resistance +6% cold +15% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+2 eff.) Life +53.00 Life Regen +12.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 19 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 31 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 31 defense ------ Resistance +7% nature +6% blight Poison Resist +18% Disease Resist +10% other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 5.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +3 Con offense ------ Accuracy +17 (+3 eff.) Ignore Armor +13 defense ------ Defense +14 (+2 eff.) Spell save +14 (+6 eff.) Stun Resist +60% other ------- Max stamina +22.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +17% acid +24% fire +26% lightning +22% cold Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) Spellpower +8 (+3 eff.) Mindpower +7 (+3 eff.) defense ------ Armor +8 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Spellpower +7 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag offense ------ Accuracy +11 (+2 eff.) Ignore Armor +12 defense ------ Defense +10 (+1 eff.) Spell save +12 (+5 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +4 physical While equipped: Stats +2 Mag +1 Cun +3 Con offense ------ Ignore resists +6% all Accuracy +11 (+2 eff.) Ignore Armor +9 defense ------ Resistance +6% lightning other ------- Light +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Defense +4 (+0 eff.) Resistance +10% blight +10% fire Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+5 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. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +6 Str +9 Dex -6 Wil offense ------ Physical Crit +21.0% Ignore resists +14% physical Accuracy +32 (+5 eff.) defense ------ Defense +15 (+2 eff.) Resistance +6% blight Spell save +6 (+3 eff.) Life +100.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Con +6 Wil defense ------ Life +10.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% 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 +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil +1 Cun offense ------ Mind Crit +1% Mindpower +4 (+2 eff.) Damage +3% mind defense ------ Crit Resistance 5.00% 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. |
![]() 7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [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 (+16 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 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 cold While equipped: Stats +6 Con +7 Wil offense ------ Ignore resists +20% nature defense ------ Resistance +6% cold +5% arcane +9% light Life +21.00 One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +7 Wil offense ------ Spellpower +30 (+10 eff.) Damage +10% physical Ignore resists +5% temporal +10% physical defense ------ Resistance +3% acid other ------- Max mana +40.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Armor +2 Defense +9 (+1 eff.) Resistance +6% light Mind save +3 (+1 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: offense ------ Physical Power +7 (+2 eff.) Mindpower +5 (+2 eff.) Damage +6% mind Ignore resists +15% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 defense ------ Resistance +8% fire +8% cold Physical save +7 (+2 eff.) Spell save +10 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: offense ------ Mindpower +18 (+6 eff.) Damage +3% light When Hit 4 light defense ------ Defense +23 (+3 eff.) Resistance +9% temporal +3% light +3% darkness Physical save +28 (+9 eff.) Stealth +12 A belt that goes around your waist. |
![]() 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 [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +4% A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Wil +3 Con offense ------ Spellpower/crit +4 Accuracy +10 (+2 eff.) defense ------ Armor +6 Defense +12 (+2 eff.) Physical save +10 (+3 eff.) Life +67.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+1 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 3.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +8 Mag +8 Wil +5 Cun +5 Con offense ------ Spell Crit +7% defense ------ Defense +2 (+0 eff.) Resistance +12% darkness other ------- Infravision +3 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+1 eff.) Physical save +6 (+2 eff.) Unlife -20.00 life Healmod +10% Silence Resist +20% Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil +4 Cun offense ------ Accuracy +10 (+2 eff.) Ignore Armor +7 defense ------ Defense +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+8 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% physical defense ------ Resistance +11% all +14% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +9% acid +12% physical +9% fire +14% cold defense ------ Resistance +13% acid +13% physical +13% darkness +14% fire +13% cold +14% mind +13% all Physical save +16 (+5 eff.) Spell save +15 (+6 eff.) Mind save +20 (+7 eff.) other ------- Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +9% all Physical save +18 (+6 eff.) other ------- Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +9 Mag +2 Wil offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Damage +9% arcane Ignore resists +7% physical defense ------ Armor +3 Unlife -40.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex offense ------ Physical Power +10 (+2 eff.) Spellpower +6 (+2 eff.) Ignore resists +5% physical +15% temporal Ignore Armor +4 defense ------ Armor +3 Defense +12 (+2 eff.) Physical save +9 (+3 eff.) Silence Resist +38% Confus Resist +38% Stun Resist +38% other ------- Stamina/turn +3.09 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +7 Mag +5 Wil +5 Con offense ------ Mindpower +7 (+3 eff.) Move Speed +25% Damage +12% acid Ignore resists +8% physical When Hit 4 acid defense ------ Armor +5 Fatigue +4% Silence Resist +37% Confus Resist +36% Stun Resist +47% other ------- Infravision +2 Blindside: Puts all charms on 22 turn cooldown Effective talent level: 4.5 Power cost 22 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 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 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +12% darkness +12% temporal defense ------ Armor +3 Resistance +10% darkness +15% temporal Silence Resist +26% Confus Resist +29% Stun Resist +20% Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% blight +12% cold Crit Resistance 10.00% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 4.5 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 118.86 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +13 Con defense ------ Armor +19 Hardiness +15% Fatigue +5% Resistance +6% lightning +9% physical +9% darkness Crit Resistance 10.00% Spell save +15 (+6 eff.) Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +13 (+3 eff.) Damage +6% light defense ------ Armor +2 Defense +30 (+5 eff.) Poison Resist +20% Cut Resist +20% other ------- Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 light Damage +3% light +3% arcane defense ------ Armor +1 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +17 (+3 eff.) defense ------ Armor +2 Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +25% 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 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +9 Con offense ------ Physical Crit +11.0% Spell Crit +5% Mind Crit +17% Critical power +8.00% defense ------ Armor +15 Hardiness +6% Fatigue +5% Resistance +10% physical 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 darkness Damage +5% arcane +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +8% darkness 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Mind Crit +4% Physical Power +10 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +2 (+0 eff.) Resistance +5% arcane +6% acid Physical save +9 (+3 eff.) other ------- Psi/turn +0.18 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +3% nature +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun offense ------ Damage +14% temporal +14% light +14% physical +20% mind +13% darkness defense ------ Defense +3 (+0 eff.) Resistance +6% acid +9% temporal +12% cold +20% mind +5% arcane Physical save +15 (+5 eff.) Mind save +15 (+5 eff.) Unlife -60.00 life Disarm Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Cun +3 Con defense ------ Armor +1 Fatigue +1% Resistance +9% fire A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +10 Str +6 Dex +5 Cun +4 Con offense ------ Ignore Armor +6 defense ------ Armor +12 Defense +8 (+1 eff.) Fatigue +5% Resistance +7% all Physical save +13 (+4 eff.) other ------- Stamina/turn +3.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +4 Str +9 Con offense ------ Spell Crit +3% Critical power +20.00% Physical Power +37 (+8 eff.) Damage +9% physical defense ------ Armor +15 Fatigue +5% Mind save +9 (+3 eff.) other ------- Stamina when Hit +3.00 EQ when Hit +2.90 Max vim +60.00 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +3% Mindpower +13 (+5 eff.) Damage +12% darkness +13% physical defense ------ Defense +3 (+0 eff.) Resistance +11% darkness +12% physical other ------- Max hate +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: offense ------ Damage +7% darkness +5% temporal +5% light +6% physical defense ------ Defense +2 (+0 eff.) Resistance +4% lightning +3% temporal +5% light +4% fire +4% nature +5% acid +4% blight +5% cold +4% darkness A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Str +8 Mag +5 Wil +5 Cun offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Physical Power +24 (+5 eff.) Spellpower +19 (+7 eff.) Mindpower +34 (+11 eff.) Damage +18% lightning Ignore resists +25% lightning +5% cold defense ------ Armor +16 Defense +32 (+5 eff.) Fatigue +8% Resistance +35% lightning +13% physical +18% cold +19% fire +17% acid Mind save +23 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +13 Cun +10 Dex offense ------ On-Hit 23 acid 18 fire Damage +27% lightning Ignore resists +10% cold When Hit 16 acid 16 fire 4 cold defense ------ Armor +26 Defense +44 (+7 eff.) Fatigue +8% Resistance +21% acid +30% fire +6% cold Mind save +22 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +3 Wil offense ------ Mind Crit +2% Move Speed +20% defense ------ Armor +7 Defense +23 (+3 eff.) Fatigue +8% Resistance +9% mind +9% physical Physical save +16 (+5 eff.) Mind save +19 (+7 eff.) other ------- Max hate +8.00 A suit of armour made of leather. |
![]() 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 Mastery Master Marksman 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 Mastery Master Marksman 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 Mastery Master Marksman 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 [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 40% Mag, 50% Str Damage Void Mastery Master Marksman 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. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Master/Psionic Weapon Damage 183% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +18.0% Capacity 22 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Master/Psionic Weapon Damage 179% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +17.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Nature/Master Weapon Damage 182% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 200 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 [Ego+] Arcane/Psionic Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 23 On-ranged-hit +26 blight +15 physical On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to knock the target back 3 spaces and deal 200 physical damage 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 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 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 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 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 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 26 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 83.16 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +30 (+6 eff.) Ignore Armor +6 defense ------ Defense +30 (+5 eff.) Physical save +7 (+2 eff.) Healmod +13% other ------- 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. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Wil +8 Mag offense ------ Spellpower +14 (+5 eff.) Damage +15% mind defense ------ Armor +8 Resistance +3% acid +3% temporal +6% arcane Healmod +5% Blind Resist +67% Poison Resist +24% Confus Resist +25% other ------- Light +12 See Stealth +25 See Invisibility +20 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 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. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Critical power +15.00% Spellpower +20 (+7 eff.) Spellpower/crit +10 defense ------ Resistance +12% nature Blind Resist +44% Confus Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +8.00 Max vim +20.00 Light +11 See Stealth +17 See Invisibility +16 Track: Puts all charms on 34 turn cooldown Effective talent level: 5.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ Physical Power +15 (+3 eff.) Accuracy +5 (+1 eff.) Ignore Armor +4 When Hit 2 mind defense ------ Resistance +3% all Physical save +12 (+4 eff.) Spell save +8 (+4 eff.) other ------- EQ when Hit +0.04 Max hate +4.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Defense +8 (+1 eff.) Physical save +12 (+4 eff.) Spell save +14 (+6 eff.) Mind save +12 (+4 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +40.00 Healmod +10% other ------- 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 T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+4 eff.) Mindpower +10 (+4 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 13 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 495.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 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. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: defense ------ Defense +5 (+0 eff.) other ------- Infravision +3 See Invisibility +9 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 740 physical damage Puts all charms on 25 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Mag offense ------ Physical Crit +2.0% Spell Crit +4% When Hit 10 cold other ------- Max stamina +30.00 Max vim +40.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +7 Con offense ------ Ignore resists +10% fire When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 25% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 404 Base Damage: 198 Armor: 6 All Resist: 5 Puts all charms on 22 turn cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Resistance +6% nature +12% cold Physical save +6 (+2 eff.) Life Regen +4.00 Healmod +5% Cut Resist +10% Stun Resist +10% Reveal the area around you, dispelling darkness (radius 10, power 53 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% mind +6% cold Ignore resists +25% light defense ------ Resistance +21% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 137 lightning damage and will be dazed for 1 turn (686 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 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 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 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: 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. |
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 Eilinirin the Skeleton Archer level 30
63rd Dusk 123rd year of Ascendancy at 07:21 see stats
By Eilinirin the Skeleton Archer level 49
33rd Regrowth 125th year of Ascendancy at 20:49 see stats
By Eilinirin the Skeleton Archer level 30
61st Dusk 123rd year of Ascendancy at 05:08 see stats
By Eilinirin the Skeleton Archer level 34
11st Haze 123rd year of Ascendancy at 14:20 see stats
By Eilinirin the Skeleton Archer level 50
29th Haze 125th year of Ascendancy at 14:10 see stats
By Eilinirin the Skeleton Archer level 41
3rd Dusk 124th year of Ascendancy at 11:57 see stats
By Eilinirin the Skeleton Archer level 50
21st Dusk 125th year of Ascendancy at 05:33 see stats
By Eilinirin the Skeleton Archer level 33
2nd Haze 123rd year of Ascendancy at 14:16 see stats
By Eilinirin the Skeleton Archer level 50
10th Flare 125th year of Ascendancy at 01:21 see stats
By Eilinirin the Skeleton Archer level 19
19th Haze 122nd year of Ascendancy at 22:30 see stats
By Eilinirin the Skeleton Archer level 32
76th Dusk 123rd year of Ascendancy at 01:11 see stats
By Eilinirin the Skeleton Archer level 50
2nd Dusk 125th year of Ascendancy at 00:23 see stats
By Eilinirin the Skeleton Archer level 50
7th Dusk 125th year of Ascendancy at 21:52 see stats
By Eilinirin the Skeleton Archer level 18
67th Dusk 122nd year of Ascendancy at 10:48 see stats
By Eilinirin the Skeleton Archer level 23
2nd Mirth 123rd year of Ascendancy at 17:51 see stats
By Eilinirin the Skeleton Archer level 26
14th Dusk 123rd year of Ascendancy at 23:04 see stats
By Eilinirin the Skeleton Archer level 50
60th Pyre 125th year of Ascendancy at 17:50 see stats
By Eilinirin the Skeleton Archer level 47
14th Regrowth 125th year of Ascendancy at 07:40 see stats
By Eilinirin the Skeleton Archer level 29
38th Dusk 123rd year of Ascendancy at 13:34 see stats
By Eilinirin the Skeleton Archer level 10
1st Flare 122nd year of Ascendancy at 20:13 see stats
By Eilinirin the Skeleton Archer level 20
19th Regrowth 123rd year of Ascendancy at 07:04 see stats
By Eilinirin the Skeleton Archer level 30
59th Dusk 123rd year of Ascendancy at 23:49 see stats
By Eilinirin the Skeleton Archer level 40
71st Pyre 124th year of Ascendancy at 05:41 see stats
By Eilinirin the Skeleton Archer level 50
49th Regrowth 125th year of Ascendancy at 20:15 see stats
By Eilinirin the Skeleton Archer level 50
19th Pyre 125th year of Ascendancy at 20:00 see stats
By Eilinirin the Skeleton Archer level 19
40th Haze 122nd year of Ascendancy at 23:44 see stats
By Eilinirin the Skeleton Archer level 50
26th Pyre 125th year of Ascendancy at 20:14 see stats
By Eilinirin the Skeleton Archer level 42
33rd Dusk 124th year of Ascendancy at 13:21 see stats
By Eilinirin the Skeleton Archer level 26
5th Dusk 123rd year of Ascendancy at 22:53 see stats
By Eilinirin the Skeleton Archer level 32
76th Dusk 123rd year of Ascendancy at 04:27 see stats
By Eilinirin the Skeleton Archer level 50
7th Dusk 125th year of Ascendancy at 21:49 see stats
By Eilinirin the Skeleton Archer level 10
6th Flare 122nd year of Ascendancy at 19:56 see stats
By Eilinirin the Skeleton Archer level 50
59th Regrowth 125th year of Ascendancy at 04:24 see stats
By Eilinirin the Skeleton Archer level 19
76th Dusk 122nd year of Ascendancy at 09:45 see stats
By Eilinirin the Skeleton Archer level 50
7th Dusk 125th year of Ascendancy at 21:52 see stats
By Eilinirin the Skeleton Archer level 50
7th Mirth 125th year of Ascendancy at 16:55 see stats
By Eilinirin the Skeleton Archer level 8
9th Mirth 122nd year of Ascendancy at 02:58 see stats
By Eilinirin the Skeleton Archer level 50
22nd Pyre 125th year of Ascendancy at 14:13 see stats
By Eilinirin the Skeleton Archer level 35
51st Haze 123rd year of Ascendancy at 15:02 see stats
By Eilinirin the Skeleton Archer level 19
75th Dusk 122nd year of Ascendancy at 16:52 see stats
By Eilinirin the Skeleton Archer level 26
7th Dusk 123rd year of Ascendancy at 21:53 see stats
By Eilinirin the Skeleton Archer level 16
52nd Dusk 122nd year of Ascendancy at 06:26 see stats
By Eilinirin the Skeleton Archer level 50
42nd Haze 125th year of Ascendancy at 12:46 see stats
By Eilinirin the Skeleton Archer level 29
59th Dusk 123rd year of Ascendancy at 23:49 see stats
By Eilinirin the Skeleton Archer level 50
16th Dusk 125th year of Ascendancy at 11:24 see stats
Log
Talent Rune: Shatter Afflictions is ready to use.
Total Collapse from Hypostasis of Entropy hits Eilinirin for (126 absorbed), 71 temporal, 201 darkness (272 total damage).
Eilinirin's Pin Down performs a ranged critical strike against Hypostasis of Entropy!
Hypostasis of Entropy is pinned to the ground.
Hypostasis of Entropy is cut deeply.
Eilinirin's Pin Down hits Shadow for 0 arcane, 0 temporal, 0 darkness, 0 light (0 total damage).
Eilinirin's Pin Down hits Hypostasis of Entropy for 722 physical, 62 physical, 6 arcane, 7 temporal, 13 darkness, 9 light (819 total damage).
Eilinirin uses Trueshot.
Eilinirin casts Rune: Shatter Afflictions.
Eilinirin is no longer dominated.
A shield forms around Eilinirin.
Eilinirin activates Chant of Fortress.
Eilinirin activates Chant of Fortitude.
Eilinirin deactivates Chant of Fortress.
Eilinirin activates Chant of Resistance.
Eilinirin deactivates Chant of Fortitude.
Eilinirin uses Headshot.
Eilinirin's Headshot performs a ranged critical strike against Hypostasis of Entropy!
Eilinirin's Headshot hits Shadow for 0 arcane, 0 temporal, 0 darkness, 0 light (0 total damage).
Eilinirin's Headshot hits Hypostasis of Entropy for 1846 physical, 62 physical, 6 arcane, 7 temporal, 13 darkness, 9 light (1943 total damage).
Shadow misses Eilinirin.
Hypostasis of Entropy loses 37 health to the entropy.
Hypostasis of Entropy regains their energy.
Deep Wound from Eilinirin hits Hypostasis of Entropy for 105 physical damage.
Your shield crumbles under the damage!
The shield around Eilinirin crumbles.
Talent Flare is ready to use.
Total Collapse from Hypostasis of Entropy hits Eilinirin for (42 absorbed), 422 temporal, 328 darkness (751 total damage).
Eilinirin the level 50 skeleton archer was swallowed by the void to death by Hypostasis of Entropy on level 1 of Entropic Void.