










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/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.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 50 / 2100% |
Size | medium |
Lifes / Deaths | Killed by Xeryriakira the cave troll at level 38 on the 17th Regrowth 123rd year of Ascendancy at 20:13 3 / 4Killed by Vor, Grand Geomancer of the Pride at level 49 on the 17th Pyre 123rd year of Ascendancy at 01:12 Killed by Emitha the orc grand master assassin at level 50 on the 37th Pyre 123rd year of Ascendancy at 21:39 Killed by orc soldier at level 50 on the 38th Pyre 123rd year of Ascendancy at 13:55 |
Primary Stats
Strength | 38 (base 16) |
Dexterity | 61 (base 36) |
Constitution | 41 (base 14) |
Magic | 147 (base 61) |
Willpower | 107 (base 61) |
Cunning | 92 (base 66) |
Resources
Life | 879/879 |
Mana | 249/249 |
Healing Factor | 1.2281403954778 |
Regeneration | 0.30703509886946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.20512205326% |
Spell | 0% |
Global | +130.07221286943% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 3 |
See Stealth | 29.421991006277 |
See Invisible | 90.382012371064 |
Offense: Mainhand
Damage | 78 |
Accuracy | 39 |
Crit Chance | 51% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 117 |
Crit Chance | 97% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +24% |
Arcane | +19% |
Cold | +69% |
All | +13% |
Lightning | +136% |
Light | +21% |
Fire | +57% |
Physical | +26% |
Offense: Damage Penetration
Lightning | +90% |
Temporal | +25% |
Arcane | +40% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.405625578895 (35.65183292883%) |
Defense | 50 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 51 |
Mental Save | 48 |
Defense: Resistances
Acid | + 63%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 54%( 70%) |
All | + 32%( 70%) |
Darkness | + 38%( 70%) |
Light | + 32%( 70%) |
Temporal | + 32%( 70%) |
Lightning | + 67%( 70%) |
Fire | + 57%( 70%) |
Mind | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 311 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1835% for 10 turns (128 total) and instantly restoring 92 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 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 1554 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Energy Alteration |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Keen Senses |
talent | Arcane Shield |
talent | Feather Wind |
talent | Thunderstorm |
talent | Spellcraft |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Premonition |
talent | Shielding |
talent | Phantasmal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Ark. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Elytta the grave wight. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Lashing Tentacle. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 2242. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane While equipped: Stats Mag +5 offense ------ Spellpower +14 (+2 eff.) Damage +8% light, +3% fire Ignore resists +25% arcane When Hit 4 arcane, 22 fire defense ------ Resistance +5% fire, +9% darkness +5% arcane Affinity +5% light other ------- Light +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 346.11 light damage. At talent level 3 you gain 53% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid, 10 fire, 10 lightning 10 cold Damage +25% acid, +25% fire +25% cold, +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid, +25% fire +25% cold, +25% lightning This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +3% Critical power +20.69% Damage +15% cold Ignore resists +15% arcane, +15% temporal defense ------ Resistance +15% acid Disarm Resist +21% other ------- Mana/turn +0.20 Max vim +51.72 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Str +3, Wil +9 offense ------ Critical power +15.00% Spellpower +20 (+3 eff.) Damage +6% arcane Ignore resists +10% mind Ignore Shields +30% defense ------ Physical save +15 (+5 eff.) Mind save +14 (+5 eff.) other ------- Max mana +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats Str +1, Mag +13, Wil +7 Con +12 offense ------ Physical Power +14 (+3 eff.) Spellpower +24 (+3 eff.) Mindpower +15 (+3 eff.) Damage +6% all defense ------ Physical save +20 (+7 eff.) other ------- Infravision +2 See Invisibility +9 Can be unequipped or rerolled. 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? |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats Mag +5, Wil +6, Cun +6 offense ------ Physical Crit +5.0% Mind Crit +1% Critical power +9.00% Physical Power +5 (+1 eff.) Damage +3% blight Ignore Shields +30% Against +26% Summoned defense ------ Resist Against +32% Summoned Anomaly Control +15 Life +65.00 other ------- Max mana +71.00 Max stamina +37.00 Max hate +14.00 Max psi +25.00 Max vim +25.00 Max positive +22.00 Max negative +26.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +26% Critical power +41.00% Spellpower +29 (+4 eff.) On-Hit 21 fire Damage +39% lightning Ignore resists +10% lightning, +10% temporal When Hit 10 lightning other ------- Vim-on-crit +3.00 Max vim +21.00 See Invisibility +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning, +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Critical power +15.00% Damage +6% lightning Ignore resists +15% lightning defense ------ Defense +2 (+1 eff.) Resistance +6% acid, +7% fire +7% lightning, +7% cold other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats Dex +13, Mag +10 offense ------ Spell Crit +12% Critical power +10.00% Spellpower +12 (+2 eff.) Damage +16% acid, +3% physical +16% cold, +16% lightning +16% fire Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 44 defense ------ Armor +8 Defense +10 (+4 eff.) Physical save +9 (+3 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 237.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1023 damage for 7 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 475 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1461 damage for 9 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 6 times. 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: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 81 up to 9 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 8 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Mag +4 offense ------ Spell Crit +4% Critical power +15.00% Spellpower +4 (+0 eff.) Damage +7% acid, +6% fire, +5% cold +11% lightning Ignore resists +15% darkness Accuracy +8 (+2 eff.) Ignore Armor +14 On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Resistance +20% mind Confus Resist +40% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +3% darkness, +1% physical Physical save +11 (+4 eff.) Spell save +13 (+5 eff.) Mind save +11 (+4 eff.) Blind Resist +20% Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Wil +2 offense ------ Critical power +13.00% Spellpower +30 (+4 eff.) Accuracy +7 (+2 eff.) Ignore Armor +14 When Hit 4 temporal defense ------ Armor +10 Resistance +12% cold, +1% physical Crit Resistance 15.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats Wil +3, Mag +3 offense ------ Spellpower/crit +3 Ignore Shields +30% When Hit 6 mind defense ------ Spell save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.17 Vim-on-crit +2.00 Max mana +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +6 offense ------ Damage +3% blight, +3% temporal Ignore resists +10% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 44 defense ------ Physical save +33 (+11 eff.) Spell save +39 (+12 eff.) Mind save +38 (+12 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +24% lightning, +6% mind Ignore resists +10% mind When Hit 8 mind defense ------ Armor +5 Defense +7 (+3 eff.) Resistance +21% lightning, +3% darkness Max Resistance +3% all Physical save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats Mag +4 offense ------ Spell Crit +2% Spellpower/crit +10 defense ------ Armor +8 Resistance +9% darkness Mind save +6 (+2 eff.) other ------- Mana-on-crit +2.00 Masteries +0.25 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats Con +4 defense ------ Resistance +14% light, +13% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats Mag +10 offense ------ On-Hit 40 light On-Ranged-Hit 35 light Damage +20% light, +41% fire Ignore resists +34% darkness, +34% nature When Hit 14 fire On-Hit (Melee): * 27% chance to slow global speed by 73% * 27% chance to reduce damage dealt by 35% defense ------ Resistance +7% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats Dex +8, Wil +7, Cun +7 offense ------ Mindpower +13 (+2 eff.) Move Speed +21% Accuracy +29 (+9 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +10 Defense +15 (+5 eff.) Resistance +12% blight Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 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 23% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats Str +4, Mag +3 offense ------ Physical Crit +6.0% Physical Power +15 (+3 eff.) Spellpower +15 (+2 eff.) Mindpower +15 (+3 eff.) Damage +18% temporal Ignore resists +20% physical Accuracy +20 (+6 eff.) defense ------ Defense +20 (+7 eff.) Unlife -60.00 life other ------- Hate-on-crit +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 44 defense ------ Defense +5 (+2 eff.) Resistance +6% darkness Mind save +6 (+2 eff.) Disease Resist +20% Silence Resist +10% Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness, +10% cold defense ------ Resistance +10% darkness, +10% cold Spell save +8 (+3 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 34.86 cold and 25.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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 T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 2 nature, 2 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Resistance +6% nature Life +25.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Cun +16, Mag +6 offense ------ Spellpower +11 (+1 eff.) On-Hit 27 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 44 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 44 other ------- Hate-on-crit +3.00 Max hate +15.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Con +1 defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats Con +2 offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Mindpower +7 (+1 eff.) defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +4 defense ------ Armor +8 Silence Resist +29% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) While equipped: Stats Str +19, Dex +19, Mag +19 Wil +19, Cun +19, Con +19 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Con +7 offense ------ Physical Crit +14.0% Physical Power +30 (+7 eff.) Ignore resists +15% physical defense ------ Disarm Resist +25% Sharp, short and deadly. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Weapon Damage 205% Range: 1.0x-1.5x Uses 140% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On-hit +50 item blight disease Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 44 * Blasts creatures in a radius 1 shockwave around your target for 136.08 to 408.24 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 301.14 to 602.28 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Unique] Arcane/Master Weapon Damage 193% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On-hit +30 fire On Hit: 10% Flameshock level 3 While equipped: offense ------ Damage +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 175% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +47 acid, +63 nature While equipped: offense ------ Physical Crit +21.0% Critical power +44.00% Ignore resists +26% acid, +35% nature Ignore Armor +42 Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +30 fire While equipped: offense ------ Damage +32% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 170% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 279 damage over 5 turns and reducing armor and accuracy by 35 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Dex +7 offense ------ Combat Speed +10% Accuracy +23 (+7 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Disrupt/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 item nature slow On Hit: * 20% chance to slow global speed by 73% On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 45 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 164% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 60% Wil, 20% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +3, Wil +6 offense ------ Mind Crit +9% Mindpower +18 (+3 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range 4 Cooldown: 46 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 56 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+7 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 142% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +3 offense ------ Spell Crit +20% Spellpower +19 (+3 eff.) Damage +11% light, +34% lightning Ignore resists +10% arcane defense ------ Defense +11 (+4 eff.) Resistance +9% light other ------- Mana/turn +0.08 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 195.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +4 offense ------ Physical Crit +10.0% Spell Crit +34% Critical power +5.00% Physical Power +13 (+3 eff.) Spellpower +24 (+3 eff.) Damage +30% darkness Ignore resists +16% mind Accuracy +10 (+3 eff.) defense ------ Crit Resistance 15.00% other ------- Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Mag +5, Cun +5, Con +3 offense ------ Spell Crit +14% Critical power +36.00% Spellpower +19 (+3 eff.) Spellpower/crit +7 Damage +3% acid, +25% lightning +21% blight other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +24.00 Max negative +26.00 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 73.06 to 87.68 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +15 (+3 eff.) Spellpower +24 (+3 eff.) Damage +30% fire Accuracy +15 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% One-handed war axes. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 100% Dex Damage Devouring flames Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+2 eff.) Damage +20% blight, +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +5, Mag +9, Wil +11 Con +5 offense ------ Physical Power +11 (+2 eff.) defense ------ Physical save +11 (+4 eff.) Mind save +12 (+4 eff.) other ------- See Invisibility +18 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Wil +2 offense ------ Damage +15% physical, +9% cold defense ------ Defense +10 (+4 eff.) Physical save +9 (+3 eff.) Mind save +5 (+2 eff.) Unlife -20.00 life Life +43.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Cun +7, Wil +8 offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold defense ------ Resistance +10% acid, +10% fire, +9% cold +21% nature, +9% lightning Crit Resistance 15.52% Spell save +19 (+7 eff.) Blind Resist +21% Poison Resist +21% Silence Resist +21% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature While equipped: Stats Str +9, Con +8 offense ------ Physical Power +16 (+4 eff.) Damage +12% arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 44 defense ------ Physical save +13 (+4 eff.) Life +47.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Size +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Nature While equipped: Stats Str +6, Con +6 offense ------ Physical Power +15 (+3 eff.) defense ------ Physical save +14 (+5 eff.) Life +51.00 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats Dex +4, Mag +4, Cun +4, Lck +6 defense ------ Stealth +5 other ------- Disarm Traps +7 Mana/turn +0.13 Max mana +24.00 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Con +2 offense ------ When Hit 2 lightning defense ------ Defense +1 (+1 eff.) Resistance +3% darkness, +9% mind Spell save +6 (+2 eff.) Disease Resist +20% Disarm Resist +10% 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 [Random Unique] Arcane/Master While equipped: Stats Str +2, Dex +4, Mag +2, Wil +2 Con +4 defense ------ Armor +15 Defense +14 (+5 eff.) Resistance +6% lightning, +3% light +3% blight Physical save +19 (+6 eff.) Spell save +27 (+9 eff.) Mind save +26 (+9 eff.) Life +40.00 other ------- Stamina/turn +0.90 Masteries +0.40 Technique/Combat training 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 Dex +3, Mag +6, Wil +6, Cun +5 offense ------ Spell Crit +6% Accuracy +10 (+3 eff.) Ignore Armor +9 defense ------ Defense +3 (+1 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 T5 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +8% Mindpower +13 (+2 eff.) Damage +21% acid, +16% mind Ignore resists +15% mind defense ------ Resistance +31% acid, +3% blight +6% fire, +18% nature +15% all Mind save +22 (+7 eff.) other ------- Psi/turn +0.77 Max psi +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats Mag +5, Cun +3, Con +2 offense ------ Damage +13% acid, +34% physical +25% temporal, +18% fire +21% arcane, +13% cold Ignore resists +13% temporal, +10% physical defense ------ Resistance +14% acid, +15% physical +17% cold, +14% fire +13% all Physical save +3 (+1 eff.) Mind save +9 (+3 eff.) Anomaly Control +12 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +34.00 See Invisibility +9 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+4 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+2 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Mag +10 offense ------ Damage +30% light defense ------ Armor +8 Defense +8 (+3 eff.) Resistance +14% darkness, +15% light +15% all Life +70.00 other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Con +3 offense ------ Damage +7% nature defense ------ Resistance +11% all Poison Resist +23% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +8, Mag +8 offense ------ Spellpower +15 (+2 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 312 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats Dex +14, Lck +15, Con +4 offense ------ Physical Power +30 (+7 eff.) Ignore resists +20% mind Accuracy +35 (+11 eff.) When Hit 14 physical On-Hit (Melee): * 27% chance to reduce armor by 54% defense ------ Armor +5 Physical save +24 (+8 eff.) Stealth +15 Unlife -80.00 life other ------- Max stamina +40.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats Str +3, Dex +4, Mag +10 Wil +8 offense ------ Physical Crit +3.0% Spell Crit +4% Damage +9% darkness Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Armor +12 Fatigue +4% other ------- Stamina/turn +1.00 Mana/turn +0.60 Max mana +60.00 Infravision +2 Blink to a nearby random location (rad 15) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats Str +4, Dex +2 defense ------ Armor +11 Resistance +18% darkness Healmod +10% Disease Resist +20% Silence Resist +50% Disarm Resist +21% Confus Resist +41% Stun Resist +46% other ------- Stamina/turn +3.16 Max stamina +31.61 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +6 offense ------ Damage +21% darkness Ignore resists +10% mind defense ------ Armor +4 Defense +7 (+3 eff.) Fatigue +3% Resistance +5% arcane Crit Resistance 15.00% Physical save +15 (+5 eff.) Silence Resist +20% Disarm Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats Con +6, Wil +2 offense ------ Physical Crit +3.0% Physical Power +14 (+3 eff.) Mindpower +5 (+1 eff.) Damage +6% arcane Ignore resists +24% physical defense ------ Armor +4 Fatigue +3% Resistance +7% lightning, +8% temporal Unlife -20.00 life Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 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. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Nature While equipped: offense ------ Ignore resists +19% darkness, +20% temporal defense ------ Armor +5 Fatigue +4% Resistance +14% lightning, +38% temporal +21% darkness Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: defense ------ Armor +5 Defense +18 (+6 eff.) Fatigue +4% Resistance +15% fire, +15% cold Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +20% darkness, +19% temporal defense ------ Armor +5 Resistance +28% darkness, +30% temporal Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +21% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Lck +8, Dex +5 offense ------ Physical Power +6 (+1 eff.) Spellpower +10 (+1 eff.) Mindpower +8 (+1 eff.) Damage +9% lightning Ignore resists +5% arcane, +25% lightning When Hit 4 lightning defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats Cun +2, Dex +2 defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +26% Stun Resist +25% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats Mag +3 offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness, +8% temporal Ignore resists +10% darkness, +10% temporal defense ------ Resistance +8% darkness, +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 20% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 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 [Random Unique] Nature/Master While equipped: Stats Str +7, Dex +3, Wil +4, Cun +5 Con +4 offense ------ Spellpower/crit +6 On-Hit 15 acid Damage +6% acid When Hit 4 light defense ------ Armor +3 Fatigue +5% Resistance +10% acid, +12% light Physical save +14 (+5 eff.) Disarm Resist +34% other ------- Mana-on-crit +2.00 Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 138% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +24.0% Attack Speed 83% On-crit, radius 2 +11 acid On Hit: 10% Disarm level 5 On Hit: 10% Set Up level 5 On Hit: 10% Corrosive Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 10 mind Damage +3% lightning, +12% fire +7% mind Ignore resists +25% lightning When Hit 2 fire defense ------ Armor +2 Resistance +18% lightning, +7% mind +5% arcane Unarmed combat: Weapon Damage 111% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +11 mind On Hit: 20% Psychic Lobotomy level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +5 (+0 eff.) On-Hit 7 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +4, Wil +4, Con +4 offense ------ Damage +6% fire On-Hit (Melee): * 10% chance to slow global speed by 73% * 20% chance to reduce armor by 54% defense ------ Armor +2 Resistance +6% acid, +9% fire +12% darkness Spell save +15 (+5 eff.) Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 112% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +6, Dex +4, Cun +4 Con +15 offense ------ Mind Crit +2% defense ------ Armor +4 Fatigue +4% Resistance +8% acid, +6% fire +8% lightning, +8% cold Physical save +12 (+4 eff.) other ------- EQ when Hit +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +12, Wil +10, Con +6 offense ------ Physical Crit +2.0% Physical Power +20 (+5 eff.) Damage +12% light defense ------ Armor +4 Fatigue +4% Resistance +13% physical Physical save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats Mag +5, Wil +7, Cun +3 offense ------ Spell Crit +3% Mindpower +4 (+1 eff.) Damage +23% blight, +10% arcane When Hit 10 vim draining blight defense ------ Life Regen +4.00 Silence Resist +20% other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 26% and all saves by 45, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats Cun +6, Wil +8 offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +6, Dex +18, Cun +7 Con +4 offense ------ Damage +12% cold Ignore resists +20% cold defense ------ Armor +12 Defense +7 (+3 eff.) Fatigue +5% Resistance +6% blight, +6% all Physical save +14 (+5 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats Cun +6, Wil +8 offense ------ Mindpower +16 (+3 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 27.68 mind and 27.68 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 26. Terrified: Deals 6.78 mind and 6.78 darkness damage per turn and increases cooldowns by 39%. Haunted: Causes the target to suffer 10.74 mind and 10.74 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats Cun +8, Wil +4 offense ------ Spellpower +8 (+1 eff.) Mindpower +8 (+1 eff.) defense ------ Defense +1 (+1 eff.) Resistance +10% temporal, +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 15 out of 15/15. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats Dex +18 defense ------ Armor +5 Fatigue +5% Resistance +25% darkness other ------- Infravision +8 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats Dex +5 defense ------ Armor +4 Fatigue +4% Resistance +24% darkness, +7% blight Spell save +8 (+3 eff.) Mind save +10 (+3 eff.) other ------- Infravision +6 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 32 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +12% acid, +15% fire +15% lightning, +15% cold 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] Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+1 eff.) Damage +12% lightning, +31% fire +9% cold When Hit 6 fire, 10 cold On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 44 defense ------ Defense +3 (+1 eff.) Resistance +9% lightning, +18% blight other ------- Psi/turn +0.36 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% lightning, +3% temporal +3% darkness Mind save +7 (+2 eff.) Life +40.00 Healmod +5% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +10 Fatigue +5% other ------- Infravision +4 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: Stats Mag +8, Wil +8 offense ------ Spell Crit +4% Damage +20% blight, +18% arcane defense ------ Armor +5 Fatigue +5% Physical save +25 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats Str +7, Wil +6 offense ------ Physical Power +12 (+3 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+5 eff.) A cap made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master/Psionic While equipped: Stats Cun +7, Wil +8 defense ------ Armor +16 Fatigue +22% Resistance +30% cold Mind save +25 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego] Nature/Master While equipped: defense ------ Armor +16 Fatigue +22% Resistance +30% fire Life Regen +7.80 other ------- Stamina/turn +2.50 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master While equipped: defense ------ Armor +25 Fatigue +12% Physical save +15 (+5 eff.) A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Nature When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +181 While equipped: defense ------ Armor +10 Fatigue +8% Resistance +10% acid, +13% fire +13% lightning, +13% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Arcane When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +203 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +10 Fatigue +8% other ------- Wards +7 lightning, +8 temporal +8 darkness, +8 fire +8 nature, +8 blight, +8 cold +8 arcane, +8 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 40% Mag, 50% Str Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 166% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +30 blight +30 item blight disease On Hit: 20% Epidemic level 5 On Hit: * 30% chance to reduce strength, dexterity, and constitution by 44 * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 defense ------ Resistance +18% acid, +3% nature Unlife -80.00 life Disarm Resist +20% other ------- Max mana +40.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +7 offense ------ Spell Crit +2% Damage +12% blight defense ------ Fatigue -5% other ------- Vim-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats Str +3 defense ------ Resistance +10% darkness, +9% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 9 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 339.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 339.36 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid, +6% cold, +6% fire +6% arcane, +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 75.16 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 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 +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Ignore resists +10% light, +13% all Ignore Armor +12 When Hit 25 fire On-Hit (Melee): * 20% chance to slow global speed by 73% defense ------ Resistance +8% fire, +6% nature +3% light Mind save +13 (+4 eff.) other ------- Light +9 See Stealth +17 See Invisibility +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +32% Confus Resist +19% other ------- Light +9 See Stealth +9 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.4 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 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 Mag +5, Con +5 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 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 Mag +6 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 Str +6 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 197% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 890.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Cun +4 offense ------ Damage +10% mind, +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 567 physical damage Puts all charms on 15 turn cooldown 100% to heal for 109. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 788 Puts all charms on 23 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats Wil +4 offense ------ Critical power +5.00% When Hit 2 arcane, 2 temporal other ------- Vim-on-crit +2.00 Max mana +20.00 Create a shield absorbing up to 651 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 23% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 248 lightning damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. 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 [Ego+] Arcane Create a shield absorbing up to 1366 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 26 turn cooldown 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 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 [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Ark the Higher Archmage level 38
15th Regrowth 123rd year of Ascendancy at 16:54 see stats
By Ark the Higher Archmage level 49
17th Pyre 123rd year of Ascendancy at 07:10 see stats
By Ark the Higher Archmage level 43
28th Regrowth 123rd year of Ascendancy at 20:12 see stats
By Ark the Higher Archmage level 44
33rd Regrowth 123rd year of Ascendancy at 02:56 see stats
By Ark the Higher Archmage level 41
24th Regrowth 123rd year of Ascendancy at 21:32 see stats
By Ark the Higher Archmage level 13
5th Flare 122nd year of Ascendancy at 01:56 see stats
By Ark the Higher Archmage level 40
21st Regrowth 123rd year of Ascendancy at 09:25 see stats
By Ark the Higher Archmage level 33
1st Wintertide 123rd year of Ascendancy at 05:40 see stats
By Ark the Higher Archmage level 50
55th Pyre 123rd year of Ascendancy at 21:52 see stats
By Ark the Higher Archmage level 24
43rd Dusk 122nd year of Ascendancy at 02:06 see stats
By Ark the Higher Archmage level 33
1st Wintertide 123rd year of Ascendancy at 08:15 see stats
By Ark the Higher Archmage level 31
52nd Haze 122nd year of Ascendancy at 22:39 see stats
By Ark the Higher Archmage level 50
49th Pyre 123rd year of Ascendancy at 04:58 see stats
By Ark the Higher Archmage level 33
7th Allure 123rd year of Ascendancy at 07:55 see stats
By Ark the Higher Archmage level 46
33rd Regrowth 123rd year of Ascendancy at 15:34 see stats
By Ark the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 12:38 see stats
By Ark the Higher Archmage level 20
19th Dusk 122nd year of Ascendancy at 06:40 see stats
By Ark the Higher Archmage level 30
24th Haze 122nd year of Ascendancy at 19:46 see stats
By Ark the Higher Archmage level 40
20th Regrowth 123rd year of Ascendancy at 00:42 see stats
By Ark the Higher Archmage level 50
24th Pyre 123rd year of Ascendancy at 17:14 see stats
By Ark the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 14:55 see stats
By Ark the Higher Archmage level 50
48th Pyre 123rd year of Ascendancy at 07:06 see stats
By Ark the Higher Archmage level 26
5th Haze 122nd year of Ascendancy at 10:05 see stats
By Ark the Higher Archmage level 50
28th Pyre 123rd year of Ascendancy at 17:44 see stats
By Ark the Higher Archmage level 31
27th Haze 122nd year of Ascendancy at 22:28 see stats
By Ark the Higher Archmage level 23
32nd Dusk 122nd year of Ascendancy at 10:27 see stats
By Ark the Higher Archmage level 41
21st Regrowth 123rd year of Ascendancy at 14:48 see stats
By Ark the Higher Archmage level 50
55th Pyre 123rd year of Ascendancy at 21:51 see stats
By Ark the Higher Archmage level 12
5th Mirth 122nd year of Ascendancy at 09:36 see stats
By Ark the Higher Archmage level 32
53rd Haze 122nd year of Ascendancy at 21:27 see stats
By Ark the Higher Archmage level 48
16th Pyre 123rd year of Ascendancy at 01:36 see stats
By Ark the Higher Archmage level 46
55th Regrowth 123rd year of Ascendancy at 08:48 see stats
By Ark the Higher Archmage level 23
32nd Dusk 122nd year of Ascendancy at 08:02 see stats
By Ark the Higher Archmage level 17
6th Dusk 122nd year of Ascendancy at 19:58 see stats
By Ark the Higher Archmage level 37
12nd Regrowth 123rd year of Ascendancy at 17:19 see stats
Log
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ark picks up (K.): caustic voratun greatsword of ruin (175% power, 4 apr).
Ark picks up (c.): acid wave rune (damage 237; dur 4; cd 21).
Ark picks up (I.): enhanced voratun battleaxe of amnesia (168% power, 4 apr).
Ark picks up ( .): grounding pair of voratun boots of void walking (0 def, 5 armour).
Ark picks up ( .): catburglar's drakeskin leather cap of dexterity (+18) (0 def, 5 armour).
Ark picks up ( .): rejuvenating voratun plate armour of fire resistance (0 def, 16 armour).
Ark picks up ( .): voratun shield of resistance (0 def, 10 armour, 181% power, 181 block).
Ark picks up (Q.): Ureslak's Femur (164% power, 5 apr).
Lore found: Ureslak's Femur
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: dialog is displayed).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ark picks up (N.): dragonbone longbow of fire.
Ark picks up ( .): plaguebringer's quiver of dragonbone arrows of amnesia (21/21, 165% power, 18 apr).
Ark picks up ( .): bloodstone.
Ran for 14 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).
--------------------------------
The furious lightning storm around Ark calms down and disappears.