










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 50 / 2633% |
Size | medium |
Lifes / Deaths | Killed by Rhaloren Inquisitor at level 6 on the 2nd Mirth 122nd year of Ascendancy at 15:14 0 / 7Killed by grave wight at level 32 on the 56th Dusk 123rd year of Ascendancy at 11:41 Killed by ghoul at level 32 on the 57th Dusk 123rd year of Ascendancy at 11:41 Killed by cold drake at level 32 on the 57th Dusk 123rd year of Ascendancy at 16:53 Killed by Belmogu the wretchling at level 45 on the 64th Pyre 124th year of Ascendancy at 16:55 Killed by Yvynn the orc necromancer at level 47 on the 10th Mirth 124th year of Ascendancy at 01:54 Killed by Emelinor the orc master wyrmic at level 50 on the 26th Dusk 124th year of Ascendancy at 20:28 |
Primary Stats
Strength | 44 (base 21) |
Dexterity | 103 (base 60) |
Constitution | 30 (base 20) |
Magic | 126 (base 60) |
Willpower | 40 (base 16) |
Cunning | 131 (base 60) |
Resources
Life | 1031/1031 |
Mana | 384/384 |
Stamina | 318/318 |
Healing Factor | 1.6592147729954 |
Regeneration | 45.965274619833 |
Speed
Mental | +12.29489350873% |
Attack | 0% |
Movement | +10% |
Spell | +12.29489350873% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 15 |
See Stealth | 64.181448631034 |
See Invisible | 78.181448631034 |
Stealth | 66 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 129 |
Accuracy | 84 |
Crit Chance | 122% |
APR | 78 |
Speed | 0.89 |
Offense: Offhand
Damage | 93 |
Accuracy | 84 |
Crit Chance | 110% |
APR | 75 |
Speed | 0.89 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 57% |
Speed | 0.89051244340176 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Light | +55% |
Nature | +53% |
Blight | +31% |
Darkness | +112% |
Cold | +43% |
All | +23% |
Offense: Damage Penetration
Darkness | +53% |
Temporal | +50% |
Arcane | +45% |
All | +25% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 58 (59.574340358689%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 63 |
Mental Save | 58 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 70%( 70%) |
All | + 10%( 70%) |
Darkness | + 70%( 70%) |
Light | + 49%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 45%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 46% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 42% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 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 203 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 730 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1547% for 10 turns (502 total) and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cunning / Stealth | 1.40 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Phantasm | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Phantasmal Shield |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Premonition |
talent | Trained Reactions |
talent | Secrets of the Eternals |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.4 and stamina regeneration by 2.3. Soothing Darkness |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Parrying melee and ranged attacks: Has a 65% chance to deflect up to 28 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning 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 |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1997. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +5 Silence- +42% Confus- +34% Stun/Frz- +23% Disengage: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 15/15. Range 7 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 185% 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. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +2 Wil +5 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% arcane Melee Ret 25 fire ----- def ----- Resists +11% blight +8% fire +13% light Affinity +5% darkness Spell.save +12 (+3 eff.) HP.reg +12.00 ---------- misc Max.vim +40.00 Light +5 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 451.98 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Lck dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +6% Res.pen +10% arcane Melee Ret 8 arcane ----- def ----- Armour +5 Fatigue +5% Resists +8% acid +15% darkness +22% fire +28% cold +12% lightning A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Cun +6 Dex dps ---------- Melee+ 24 light Dmg.mod +17% light Res.pen +15% nature Acc +7 (+2 eff.) Apr +12 ----- def ----- Armour +5 Resists +1% physical +24% light +3% nature Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +10 (+3 eff.) Mov.spd +10% Res.pen +10% darkness ----- def ----- Resists +6% acid +3% cold +6% light +6% nature Die.at -20.00 life Max.HP +79.00 Confus- +20% ---------- misc Max.stam +26.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Cun +11 Wil dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +14 (+5 eff.) Melee+ 25 physical Ranged+ 35 physical Dmg.mod +9% all Acc +17 (+4 eff.) Apr +17 Melee Ret 34 darkness On Hit (Melee): * 10% chance to slow global speed by 61% * 20% chance to reduce all saves and defense by 33 On Hit (Ranged): * 19% chance to reduce all saves and defense by 33 ----- def ----- Defense +17 (+3 eff.) Resists +3% lightning +3% fire +12% darkness Mind.save +3 (+1 eff.) Heal.mod +50% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun dps ---------- Phys.pwr +19 (+5 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +16 (+5 eff.) Melee+ 27 physical Ranged+ 24 physical Dmg.mod +7% all On Hit (Melee): * 18% chance to reduce all saves and defense by 33 On Hit (Ranged): * 18% chance to reduce all saves and defense by 33 ----- def ----- Resists +3% lightning +12% darkness +6% fire +6% cold +6% nature +5% arcane Mind.save +12 (+3 eff.) Confus- +46% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 12 light 14 darkness Dmg.mod +15% light +12% darkness On Melee Ret: * 12% chance to reduce damage dealt by 27% * 11% chance to blind ----- def ----- Phys.save +25 (+9 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 65% Cun, 35% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Mag +5 Cun +8 Lck ----- def ----- Stealth +13 ---------- misc T.Disarm +30 Mana/turn +0.46 Max.mana +60.00 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +26.0% Crit.mult +66.00% Acc +11 (+2 eff.) Apr +25 ----- def ----- Defense +10 (+2 eff.) Resists +6% darkness +6% lightning Disarm- +46% ---------- misc Hate/m.crit +4.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +11 Str dps ---------- Phys.crit +3.0% Dmg.mod +25% darkness +9% acid Res.pen +18% darkness +25% temporal Acc +30 (+6 eff.) Apr +4 ----- def ----- Armour +10 Defense +18 (+3 eff.) Resists +19% darkness Stealth +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 53, based on Cunning and Magic) for 10 turns. Uses 38 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 881% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Is a spell Description: Inflicts 381.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Won't Break Stealth 100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 445.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 42% faster, and you are invisible (power 30). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 45% faster, and you are invisible (power 32). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1204% for 10 turns (391 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 160 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (89% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Spell.crit +2% Dmg.mod +12% arcane ----- def ----- Defense +20 (+4 eff.) Max.HP +40.00 Heal.mod +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 46 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck +5 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 13% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 38 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +19% fire +13% cold ---------- misc Mana/turn +0.42 Max.mana +30.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 10 darkness Dmg.mod +14% light +5% darkness On Melee Ret: * 9% chance to reduce damage dealt by 27% * 9% chance to blind ----- def ----- Fatigue -8% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +6 ----- def ----- Phys.save +18 (+6 eff.) Spell.save +18 (+5 eff.) Mind.save +14 (+4 eff.) ---------- misc Mana/turn +0.42 Max.mana +48.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +16 (+6 eff.) Spell.save +19 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Masteries +0.31 Cunning/Ambush Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +17 Lck dps ---------- Mind.crit +1% Mind.pwr +10 (+4 eff.) Dmg.mod +9% acid +9% mind Res.pen +5% acid +15% mind Acc +19 (+4 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +22% nature +30% blight Mind.save +9 (+3 eff.) Unseen.red 20% Poison- +47% Disease- +50% ---------- misc Psi/ret +0.08 Masteries +0.37 Technique/Duelist Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) Acc +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+3 eff.) Acc +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight +6% light +24% mind Res.pen +20% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to reduce all saves and defense by 33 ----- def ----- Fatigue -7% Resists +9% mind ---------- misc Max.enc +36 Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +7 Wil +11 Cun dps ---------- Phys.pwr +17 (+5 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +34 (+10 eff.) Dmg.mod +8% all ----- def ----- Armour +18 Mind.save +15 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +51.96 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Max.HP +64.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +3 Cun dps ---------- Acc +10 (+2 eff.) Apr +12 ----- def ----- Defense +16 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Rare] Master While equipped: Stats +8 Cun dps ---------- S.pwr/crit +4 Dmg.mod +15% light Res.pen +10% blight ----- def ----- Defense +16 (+3 eff.) Resists +5% arcane Spell.save +9 (+3 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +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. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Resists +24% acid +19% fire +15% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Cun +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 21 physical Ranged+ 21 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 33 On Hit (Ranged): * 15% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 16 cooldown Level 2.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +13 (+4 eff.) Acc +12 (+3 eff.) Apr +15 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +10 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Resists +22% acid +17% fire +21% lightning +21% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Cun dps ---------- Acc +11 (+2 eff.) Apr +12 ----- def ----- Defense +24 (+4 eff.) Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +16 (+4 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Con dps ---------- Mov.spd +19% Acc +11 (+2 eff.) ----- def ----- Defense +13 (+3 eff.) Phys.save +14 (+5 eff.) Blinding Speed: Puts all charms on 31 cooldown Level 4.0 Pwr.cost 31 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 21 physical Ranged+ 29 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 33 On Hit (Ranged): * 17% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 152 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 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+5 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 46 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 361.28. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 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. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 temporal On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 45% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +9 (+3 eff.) Res.pen +10% acid ----- def ----- Resists +9% acid +5% temporal +9% mind Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 26.5 - 34.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +5 Mag +7 Wil +6 Cun +8 Con dps ---------- Phys.crit +9.0% Crit.mult +21.00% Apr +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% Melee+ +22 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str dps ---------- Phys.crit +12.0% Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Apr +1 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature +12 cold On Hit.r1 +40 fire On Crit.r2 +8 cold While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +22 (+5 eff.) ----- def ----- Resists +6% fire +12% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Nature Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +20 mind On Crit.r2 +45 acid +12 cold +38 nature On Hit: * 20% chance to reduce all saves and defense by 33 While equipped: dps ---------- Res.pen +25% acid +25% nature Apr +10 Melee Ret 4 nature 4 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 33 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 54.5 - 70.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 61% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 61% * 20% chance to reduce armor by 45% ----- def ----- Resists +15% darkness +18% light Mind.save +6 (+2 eff.) Disease- +20% Silence- +20% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 39.0 - 50.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +7% physical Acc +16 (+3 eff.) Apr +13 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 38.0 - 49.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +6.0% Phys.pwr +19 (+5 eff.) Res.pen +9% physical ----- def ----- Disarm- +11% Sharp, short and deadly. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 8 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+2 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 200.88 physical damage, and inflicting bleeding for another 100.44 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Spell.pwr +30 (+6 eff.) Acc +25 (+5 eff.) Apr +4 ----- def ----- Phys.save +18 (+6 eff.) Max.HP +69.00 ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Max.vim +50.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +11 Defense +8 (+2 eff.) Phys.save +11 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Armour +9 Defense +15 (+3 eff.) Phys.save +24 (+8 eff.) Mind.save +8 (+2 eff.) Max.HP +97.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +5 Wil +2 Con dps ---------- Spell.crit +5% ----- def ----- Defense +3 (+1 eff.) Phys.save +8 (+3 eff.) Max.HP +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +8% acid +12% light +25% fire +8% cold +6% lightning Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +7% physical ----- def ----- Armour +5 Fatigue -8% Max.HP +44.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Armour +5 Silence- +28% Confus- +30% Stun/Frz- +41% ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +6% lightning Acc +10 (+2 eff.) Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 61% * 20 arcane resource burn On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+2 eff.) Fatigue +5% Resists +20% light A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 23 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 61 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 56.43 cold damage and 48.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 193.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 193.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 61 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1077.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +3% blight Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 Blast the opponent's mind dealing 676 mind damage and silencing them for 4 turns Puts all charms on 16 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 19 cooldown 100% to heal for 92. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +8 Resists +1% physical ---------- misc Stam/turn +1.00 Infravis +1 Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 12 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +10% acid ----- def ----- Spell.save +12 (+3 eff.) Mind.save +15 (+4 eff.) Poison- +20% Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 12 cooldown 100% to heal for 66. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +20% temporal +10% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Resists +3% temporal Harden the skin for 7 turns increasing armour by 125 and armour hardiness by 70% Puts all charms on 19 cooldown 100% to increase all damage penetration by 19% for 2 turns. 100% to gain a 36% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% nature On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Defense +20 (+4 eff.) Mind.save +9 (+3 eff.) Die.at -40.00 life Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1254 Base Damage: 462 Armor: 26 All Resist: 24 Puts all charms on 19 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% acid ----- def ----- Defense +10 (+2 eff.) Resists +15% mind +9% acid Crit.chn- 15.00% HP.reg +4.00 Blind- +20% Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 12 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 16 cooldown 100% to increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 524 Puts all charms on 12 cooldown 100% to heal for 64. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% blight Melee Ret 6 arcane On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +3% blight Fire a magical bolt dealing 594 acid damage Puts all charms on 12 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 58% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Dismas the Shalore Shadowblade level 33
65th Dusk 123rd year of Ascendancy at 14:48 see stats
By Dismas the Shalore Shadowblade level 21
9th Pyre 123rd year of Ascendancy at 13:54 see stats
By Dismas the Shalore Shadowblade level 50
48th Dusk 124th year of Ascendancy at 07:24 see stats
By Dismas the Shalore Shadowblade level 29
7th Flare 123rd year of Ascendancy at 05:06 see stats
By Dismas the Shalore Shadowblade level 36
6th Decay 123rd year of Ascendancy at 20:28 see stats
By Dismas the Shalore Shadowblade level 39
8th Allure 124th year of Ascendancy at 17:22 see stats
By Dismas the Shalore Shadowblade level 30
51st Dusk 123rd year of Ascendancy at 14:52 see stats
By Dismas the Shalore Shadowblade level 43
36th Pyre 124th year of Ascendancy at 20:43 see stats
By Dismas the Shalore Shadowblade level 35
2nd Decay 123rd year of Ascendancy at 03:18 see stats
By Dismas the Shalore Shadowblade level 33
71st Dusk 123rd year of Ascendancy at 02:51 see stats
By Dismas the Shalore Shadowblade level 48
12nd Dusk 124th year of Ascendancy at 10:19 see stats
By Dismas the Shalore Shadowblade level 12
23rd Dusk 122nd year of Ascendancy at 10:31 see stats
By Dismas the Shalore Shadowblade level 45
64th Pyre 124th year of Ascendancy at 16:54 see stats
By Dismas the Shalore Shadowblade level 44
55th Pyre 124th year of Ascendancy at 01:42 see stats
By Dismas the Shalore Shadowblade level 34
73rd Dusk 123rd year of Ascendancy at 00:49 see stats
By Dismas the Shalore Shadowblade level 40
9th Allure 124th year of Ascendancy at 05:51 see stats
By Dismas the Shalore Shadowblade level 50
7th Haze 124th year of Ascendancy at 01:25 see stats
By Dismas the Shalore Shadowblade level 50
48th Dusk 124th year of Ascendancy at 04:26 see stats
By Dismas the Shalore Shadowblade level 18
70th Regrowth 123rd year of Ascendancy at 08:19 see stats
By Dismas the Shalore Shadowblade level 25
56th Pyre 123rd year of Ascendancy at 15:45 see stats
By Dismas the Shalore Shadowblade level 50
34th Dusk 124th year of Ascendancy at 06:10 see stats
By Dismas the Shalore Shadowblade level 50
61st Dusk 124th year of Ascendancy at 04:04 see stats
By Dismas the Shalore Shadowblade level 44
54th Pyre 124th year of Ascendancy at 17:30 see stats
By Dismas the Shalore Shadowblade level 45
68th Pyre 124th year of Ascendancy at 03:37 see stats
By Dismas the Shalore Shadowblade level 33
70th Dusk 123rd year of Ascendancy at 13:46 see stats
By Dismas the Shalore Shadowblade level 21
9th Pyre 123rd year of Ascendancy at 13:10 see stats
By Dismas the Shalore Shadowblade level 40
9th Allure 124th year of Ascendancy at 02:37 see stats
By Dismas the Shalore Shadowblade level 37
2nd Allure 124th year of Ascendancy at 18:59 see stats
By Dismas the Shalore Shadowblade level 10
5th Flare 122nd year of Ascendancy at 01:55 see stats
By Dismas the Shalore Shadowblade level 20
4th Pyre 123rd year of Ascendancy at 21:28 see stats
By Dismas the Shalore Shadowblade level 30
49th Dusk 123rd year of Ascendancy at 21:27 see stats
By Dismas the Shalore Shadowblade level 40
8th Allure 124th year of Ascendancy at 23:32 see stats
By Dismas the Shalore Shadowblade level 50
24th Dusk 124th year of Ascendancy at 08:43 see stats
By Dismas the Shalore Shadowblade level 50
59th Dusk 124th year of Ascendancy at 11:15 see stats
By Dismas the Shalore Shadowblade level 41
51st Regrowth 124th year of Ascendancy at 12:05 see stats
By Dismas the Shalore Shadowblade level 46
72nd Pyre 124th year of Ascendancy at 15:06 see stats
By Dismas the Shalore Shadowblade level 50
57th Dusk 124th year of Ascendancy at 10:15 see stats
By Dismas the Shalore Shadowblade level 33
70th Dusk 123rd year of Ascendancy at 00:35 see stats
By Dismas the Shalore Shadowblade level 34
73rd Dusk 123rd year of Ascendancy at 08:46 see stats
By Dismas the Shalore Shadowblade level 50
7th Haze 124th year of Ascendancy at 01:24 see stats
By Dismas the Shalore Shadowblade level 21
9th Pyre 123rd year of Ascendancy at 13:54 see stats
By Dismas the Shalore Shadowblade level 21
9th Pyre 123rd year of Ascendancy at 13:54 see stats
By Dismas the Shalore Shadowblade level 28
3rd Mirth 123rd year of Ascendancy at 05:51 see stats
By Dismas the Shalore Shadowblade level 27
77th Pyre 123rd year of Ascendancy at 11:23 see stats
By Dismas the Shalore Shadowblade level 50
7th Haze 124th year of Ascendancy at 01:25 see stats
By Dismas the Shalore Shadowblade level 23
45th Pyre 123rd year of Ascendancy at 03:00 see stats
By Dismas the Shalore Shadowblade level 41
26th Regrowth 124th year of Ascendancy at 15:35 see stats
By Dismas the Shalore Shadowblade level 18
70th Regrowth 123rd year of Ascendancy at 02:08 see stats
By Dismas the Shalore Shadowblade level 27
1st Mirth 123rd year of Ascendancy at 06:21 see stats
By Dismas the Shalore Shadowblade level 16
43rd Regrowth 123rd year of Ascendancy at 09:57 see stats
By Dismas the Shalore Shadowblade level 32
58th Dusk 123rd year of Ascendancy at 05:54 see stats
Log
You gain 18.06 gold from the transmogrification of troll-hide drakeskin leather armour of Eyal (20 def, 8 armour).
You gain 6.94 gold from the transmogrification of enlightening drakeskin leather armour of cold resistance (20 def, 8 armour).
You gain 15.45 gold from the transmogrification of rejuvenating reinforced leather armour of resilience (12 def, 7 armour).
You gain 3.24 gold from the transmogrification of enlightening rough leather armour (3 def, 2 armour).
You gain 8.93 gold from the transmogrification of silk robe of Angolwen (0 def, 0 armour).
You gain 6.33 gold from the transmogrification of focusing cashmere robe of power (0 def, 0 armour).
You gain 5.75 gold from the transmogrification of crackling stralite shield (0 def, 8 armour, 136.5 block).
You gain 9.16 gold from the transmogrification of mage-hunter's drakeskin leather sling of piercing.
You gain 10.34 gold from the transmogrification of warden's cured leather sling of recursion.
You gain 25.00 gold from the transmogrification of Frostwrither.
You gain 25.00 gold from the transmogrification of Armusta the Noonsaw.
You gain 25.00 gold from the transmogrification of Lustrewisp the living mindstar (17-19 power, 40 apr, mind damage).
You gain 4.59 gold from the transmogrification of voratun dagger of crippling (38-49 power, 9 apr).
You gain 6.28 gold from the transmogrification of chilling voratun dagger of crippling (38-50 power, 9 apr).
You gain 4.81 gold from the transmogrification of dwarven-steel dagger of evisceration (22-28 power, 7 apr).
You gain 25.00 gold from the transmogrification of Tolathador (14-18 power, 6 apr).
You gain 7.89 gold from the transmogrification of truestriking stralite waraxe of disruption (32-46 power, 5 apr).
You gain 16.85 gold from the transmogrification of enhanced voratun mace of crippling (44-61 power, 6 apr).
You gain 15.00 gold from the transmogrification of Corpathus (40-56 power, 12 apr).
You gain 3.46 gold from the transmogrification of elemental coral trident of massacre (22-36 power, 6 apr).
You gain 3.54 gold from the transmogrification of balanced iron battleaxe of massacre (24-35 power, 1 apr).
You gain 5.56 gold from the transmogrification of surging elven-wood magestaff (25-30 power, 5 apr, fire element).
You gain 12.10 gold from the transmogrification of magewarrior's short elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element).
You gain 8.30 gold from the transmogrification of infernal ash starstaff of protection (15-18 power, 3 apr, darkness element).
You gain 4.13 gold from the transmogrification of marksman's stralite ring of frost (+36%).
You gain 6.09 gold from the transmogrification of protective stralite amulet of perfection (0.34 Cunning / Shadow magic,0.34 Technique / Duelist).
You gain 6.90 gold from the transmogrification of steel amulet of soulsearing.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Large white snake briefly catches sight of you!