











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 1566% |
Size | big |
Lifes / Deaths | Killed by ANY RADIANCE at level 50 on the 68th Dusk 123rd year of Ascendancy at 03:18 / 1 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 85 (base 39) |
Constitution | 38 (base 14) |
Magic | 149 (base 65) |
Willpower | 55 (base 16) |
Cunning | 130 (base 51) |
Resources
Life | 1616/1616 |
Positive | 89/197 |
Stamina | 352/380 |
Steam | 70/100 |
Healing Factor | 1.9102122670884 |
Regeneration | 92.454273727079 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 7 |
See Stealth | 35 |
See Invisible | 27 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 194 |
Accuracy | 90 |
Crit Chance | 71% |
APR | 68 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 83 |
Crit Chance | 67% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Blight | +3% |
Arcane | +34% |
Cold | +7% |
All | 0% |
Lightning | +25% |
Light | +80% |
Temporal | +18% |
Physical | +5% |
Darkness | +12% |
Fire | +7% |
Mind | +15% |
Offense: Damage Penetration
Physical | +40% |
Light | +42% |
Temporal | +15% |
Nature | +10% |
Arcane | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 74 (88.568973732692%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 46 |
Physical Save | 52 |
Spell Save | 52 |
Mental Save | 67 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 41%( 70%) |
All | + 22%( 70%) |
Lightning | + 70%( 70%) |
Light | + 80%( 80%) |
Mind | + 30%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 34%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 70% |
Confusion Resistance | 10% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 688 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 909 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Celestial / Crusader | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.50 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You 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 successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
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. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 315 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. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Wil +10 Mag dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +35% light +9% temporal Res.pen +15% temporal ----- def ----- Resists +15% darkness Affinity +5% light Mind.save +15 (+4 eff.) ---------- misc Max.mana +80.00 Max.vim +10.00 Light +15 See.Stealth +35 See.Invis +18 Sun Flare: Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 405.65 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+4 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +6 Mag dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Mind.pwr +20 (+5 eff.) Melee+ 15 acid 64 mind 80 darkness Dmg.mod +10% acid Melee Ret 2 physical On Hit (Melee): * 50% chance to reduce all saves and defense by 35 ----- def ----- Armour +3 Fatigue +5% Resists +10% acid +9% fire +9% light +10% darkness Mind.save -10 (-3 eff.) ---------- misc Stam/turn +3.55 Max.stam +20.00 Infravis +2 Talents +5 Spring Grapple Unarmed combat: Power 136% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 acid +45 light +44 darkness On Hit: 20% Reproach 5 On Hit: 10% Corrosive Breath 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun +5 Con dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +3% blight +6% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +3% lightning +3% blight Acc +37 (+8 eff.) Apr +17 Melee Ret 2 temporal On Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Defense +16 (+4 eff.) Resists +6% blight +18% lightning Max.HP +77.00 HP.reg +26.00 Heal.mod +20% Stun/Frz- +50% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +10 Dex +12 Mag +5 Wil dps ---------- Spell.crit +6% Mind.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +7% acid +7% lightning +9% mind +7% cold +9% arcane +7% fire Res.pen +15% arcane +10% mind ----- def ----- Resists +5% arcane Mind.save +9 (+2 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 nature On Hit: * flashes light on your target dealing 117 damage While equipped: Stats +2 Wil +8 Cun +1 Con dps ---------- Crit.mult +25.00% Dmg.mod +12% light Res.pen +40% physical Acc +80 (+15 eff.) Apr +40 ----- def ----- Defense +21 (+5 eff.) Disarm- +70% ---------- misc Equi/ret +0.04 See.Invis +9 Massive two-handed swords. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +9 Dex +4 Wil +11 Cun +7 Lck dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% mind +9% temporal Res.pen +10% mind ----- def ----- Defense +10 (+3 eff.) Phys.save +16 (+5 eff.) Spell.save +25 (+8 eff.) Mind.save +15 (+4 eff.) Proj.slow +25% Stealth +8 ---------- misc T.Disarm +11 Max.psi +10.00 Infravis +5 Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 180% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +39 nature While equipped: Stats +2 Str dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 23% chance to slow global speed by 63% ----- def ----- Armour +25 Fatigue +8% Resists +39% blight +39% nature +29% lightning Max.HP +229.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +30% lightning +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Stun/Frz- +50% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% nature On Hit (Melee): * 24% chance to slow global speed by 63% * 20% chance to reduce damage dealt by 29% ----- def ----- Armour +16 Fatigue +22% Resists +24% cold +10% mind +6% darkness Mind.save +25 (+6 eff.) Max.HP +145.00 HP.reg +22.00 Heal.mod +40% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 436.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 10 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +4 Cun +3 Con dps ---------- Crit.mult +15.00% Mind.pwr +15 (+4 eff.) Melee Ret 10 mind ---------- misc Max.hate +10.00 Masteries +0.34 Celestial/Guardian Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +10 Mag +5 Wil dps ---------- Crit.mult +13.00% Res.pen +20% fire Acc +7 (+2 eff.) Apr +14 ---------- misc Light +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +4 Con dps ---------- Res.pen +20% acid ----- def ----- Defense +15 (+4 eff.) Resists +6% light +5% arcane Die.at -40.00 life Max.HP +60.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex +1 Mag +5 Cun dps ---------- Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Spell.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +10% blight +9% fire +6% cold +9% physical Res.pen +10% cold ---------- misc Masteries +0.34 Celestial/Sun Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% lightning +6% mind Res.pen +10% mind +5% fire Melee Ret 6 mind ----- def ----- Resists +3% lightning Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +14% mind Confus- +30% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +18.00% Spell.pwr +14 (+2 eff.) Dmg.mod +15% blight +15% fire ----- def ----- Resists +28% mind Confus- +42% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 15 light 15 darkness Dmg.mod +14% light +15% darkness On Melee Ret: * 15% chance to reduce damage dealt by 29% * 15% chance to blind Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 29/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +10 Cun +10 Con dps ---------- Phys.crit +5.0% Phys.pwr +17 (+4 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +9% blight +8% all Acc +17 (+4 eff.) Apr +14 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +6 Defense +37 (+9 eff.) Phys.save +20 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +6 Wil +17 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+5 eff.) S.pwr/crit +6 Phasing +31% On Hit (Melee): * 21% chance to reduce damage dealt by 29% ----- def ----- Phys.save +18 (+6 eff.) ---------- misc Vim/s.crit +2.09 See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +15% temporal +6% all Res.pen +10% temporal ----- def ----- Fatigue -7% Resists +3% temporal Mind.save +12 (+3 eff.) ---------- misc Max.enc +20 Psi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +12% lightning Res.pen +10% nature ----- def ----- Resists +24% lightning +6% nature Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 temporal On Hit.r1 +27 temporal On Crit.r2 +27 mind On Hit: * 27% chance to reduce all saves and defense by 35 * 25% chance for lightning to strike from the target to a second target dealing 130 damage While equipped: dps ---------- Res.pen +34% mind ----- def ----- Resists +15% temporal +33% cold Crit.chn- 20.40% HP.reg +5.44 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +16 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +3% mind Res.pen +5% mind Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 191% Range: 1.5x Uses 130% Str Dmg Light Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +4 physical On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +32.0% Mind.crit +2% Phys.pwr +13 (+3 eff.) Dmg.mod +6% physical Melee Ret 4 physical ----- def ----- Armour +8 Defense +15 (+4 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +19 Str +19 Dex +17 Mag +19 Wil +19 Cun +19 Con Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit.r1 +12 acid On Crit.r2 +16 light On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +13 (+3 eff.) Dmg.mod +3% acid Res.pen +7% physical Acc +19 (+4 eff.) Apr +14 Melee Ret 8 acid ----- def ----- Disease- +41% ---------- misc Light +1 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 118% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +24 lightning While equipped: Stats +10 Dex +6 Wil +7 Con dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +15% temporal Crit.chn- 20.40% Disarm- +44% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Light +4 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 169% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +27 arcane +27 cold On Crit.r2 +16 fire While equipped: dps ---------- Dmg.mod +41% cold +12% arcane +12% mind Res.pen +34% fire ----- def ----- Resists +41% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 153% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +30 cold +12 light +27 arcane On Hit.r1 +16 arcane On Crit.r2 +27 lightning While equipped: dps ---------- Res.pen +20% lightning +34% arcane +34% nature On Hit (Melee): * 27% chance to slow global speed by 63% ----- def ----- Resists +12% light Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature On Crit: * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 35 While equipped: ----- def ----- Disease- +20% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +12 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +21% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) S.pwr/crit +14 Res.pen +34% blight ----- def ----- Defense +25 (+6 eff.) Resists +9% physical Mind.save +10 (+2 eff.) HP.reg +5.44 Confus- +27% ---------- misc Mana/s.crit +2.72 Vim/s.crit +2.72 Max.psi +50.00 Infravis +4 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Spell.crit +17% Crit.mult +37.00% Spell.pwr +15 (+3 eff.) Mind.pwr +30 (+7 eff.) Dmg.mod +30% fire +20% mind +12% darkness Melee Ret 14 darkness ----- def ----- Resists +12% fire ---------- misc Psi/ret +0.32 Light +3 Infravis +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Str dps ---------- Spell.crit +20% Crit.mult +20.00% Phys.pwr +20 (+5 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +30% light +12% physical Res.pen +20% darkness +10% physical Apr +6 On Hit (Melee): * 27% chance to slow global speed by 63% ----- def ----- Phys.save +18 (+6 eff.) ---------- misc Max.P.En +27.20 Max.N.En +27.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 144% Range: 1.2x Uses 100% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +19 Wil +17 Cun dps ---------- Spell.crit +14% Spell.pwr +27 (+5 eff.) S.pwr/crit +10 Dmg.mod +6% arcane +30% light Melee Ret 4 blight 6 arcane 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +5% arcane +3% darkness ---------- misc Mana/turn +0.40 Vim/s.crit +5.00 Max.mana +71.00 Max.vim +35.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+1 eff.) S.pwr/crit +7 Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 Melee+ +27 nature On Hit.r1 +27 arcane Uses 1.0 Steam While equipped: dps ---------- Mind.crit +9% Res.pen +34% arcane Acc +15 (+3 eff.) ----- def ----- Armour +6 Defense +25 (+6 eff.) Fatigue +12% Resists +7% arcane Disarm- +50% ---------- misc Max.hate +13.60 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam When used to Attack: Melee+ +20 acid While equipped: Stats +6 Con dps ---------- On Melee Ret: * 20% chance to reduce armor by 45% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +20% acid +30% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 167% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +8 acid +8 darkness On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Dex +3 Wil dps ---------- Phys.crit +13.0% Crit.mult +29.00% Dmg.mod +12% acid +3% darkness Apr +15 Melee Ret 4 darkness On Hit (Melee): * 27% chance to reduce armor by 45% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Armour +6 Mind.save +6 (+1 eff.) Poison- +10% Cut- +10% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +45 lightning +44 cold While equipped: Stats +10 Str dps ---------- Mov.spd +49% Dmg.mod +15% physical Res.pen +25% lightning +25% cold Acc +18 (+4 eff.) One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 35 While equipped: Stats +10 Dex dps ---------- Acc +9 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Defense +8 (+2 eff.) Disarm- +28% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% light Acc +5 (+1 eff.) ----- def ----- Resists +6% light Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +9 Con dps ---------- Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Dmg.mod +9% lightning +6% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str +5 Dex +6 Wil +3 Con ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% ---------- misc Infravis +3 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +8 Wil +11 Cun +9 Con dps ---------- Mind.pwr +41 (+10 eff.) Dmg.mod +30% nature Res.pen +20% nature +34% light ----- def ----- Resists +18% light +15% all Poison- +50% Disease- +50% ---------- misc Hate/m.crit +6.80 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +24 (+4 eff.) Dmg.mod +13% all ----- def ----- Resists +13% all Spell.save +27 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 4% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (124 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (208 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
![]() 2.0 T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun dps ---------- Steampwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +6% Pinning- +575% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Level 3.0 Pwr.cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is a mind power a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 21.53 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 114.81 lightning and 96.44 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Resists +9% nature Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -6% Max.HP +60.00 ---------- misc Stam/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +6% fire Res.pen +25% cold ----- def ----- Armour +3 Fatigue -6% Resists +9% fire Phys.save +8 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +5 HP.reg +11.00 Heal.mod +11% A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Wil +5 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +15% fire +6% nature +18% cold Crit.chn- 15.00% Die.at -40.00 life Poison- +20% Disarm- +43% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 138% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Disarm 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 194.47 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Crit.mult +10.00% Phys.pwr +12 (+3 eff.) Melee+ 8 acid Dmg.mod +3% acid ----- def ----- Armour +2 Resists +6% acid +6% lightning ---------- misc Max.mana +40.00 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 104% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 95% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 99% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +13 Wil +7 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% blight HP.reg +5.44 Heal.mod +27% Poison- +27% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Cun +7 Con ----- def ----- Defense +2 (+1 eff.) Resists +10% lightning +8% temporal ---------- misc See.Invis +21 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +36% light +30% mind Melee Ret 14 mind 14 acid ----- def ----- Defense +3 (+1 eff.) Resists +13% lightning +13% temporal +9% light +15% mind A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 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 T1 head armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Crit.chn- 15.00% ---------- misc Mana/s.crit +1.00 Hate/m.crit +2.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% cold +5% nature ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Cun +4 Dex dps ---------- Mind.crit +3% Mind.pwr +20 (+5 eff.) Res.pen +5% arcane Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +11% darkness Phys.save +19 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +9 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: 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 44 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Dex +2 Wil +7 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% Resists +8% cold Crit.chn- 10.00% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +6 Str +7 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +10% mind Mind.save +18 (+4 eff.) Max.HP +100.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +68.00 HP.reg +9.00 Heal.mod +18% A suit of armour made of mail. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 Melee+ +19 fire On Hit: * 23% chance to reduce armor by 45% While equipped: Stats +6 Str +3 Mag +3 Cun +3 Con dps ---------- Melee Ret 4 light 31 fire ----- def ----- Armour +10 Fatigue +8% Resists +29% lightning +20% physical +20% fire ---------- misc Infravis +4 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 190% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +20 fire On Hit.r1 +27 lightning While equipped: Stats +6 Str dps ---------- Crit.mult +27.20% Phys.pwr +35 (+8 eff.) Res.pen +34% fire Melee Ret 8 darkness 15 fire On Hit (Melee): * 27% chance to reduce damage dealt by 29% ----- def ----- Armour +10 Fatigue +8% Resists +12% lightning +18% fire Phys.save +12 (+4 eff.) Die.at -80.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Ice Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 Melee+ +8 mind While equipped: Stats +2 Cun +1 Str ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Light +2 See.Invis +3 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 On Hit: * Deal physical damage equal to your armor (74) While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 12% chance to reduce all saves and defense by 35 On Melee Ret: * 23% chance to reduce all saves and defense by 35 ----- def ----- Armour +12 Fatigue +8% Resists +6% light +17% physical ---------- misc Equi/ret +0.24 Max.psi +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 161% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 Melee+ +15 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Phys.pwr +9 (+2 eff.) Melee Ret 11 fire ----- def ----- Armour +8 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Rare] Psionic Power 166% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 24 Ranged+ +47 physical On Hit.r1 +27 mind +27 temporal On Crit.r2 +27 lightning +27 temporal +27 darkness +27 mind On Hit: * 27% chance to reduce damage dealt by 29% * 27% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 238 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +18 (+4 eff.) Mov.spd +10% Res.pen +20% blight Acc +5 (+1 eff.) Apr +2 ----- def ----- Resists +8% darkness +5% fire ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% lightning Acc +5 (+1 eff.) Melee Ret 6 physical On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Armour +6 Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +10% blight ----- def ----- Phys.save +9 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 305.76 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Defense +20 (+5 eff.) Resists +3% nature +5% arcane Max.HP +43.00 ---------- misc 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 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 546 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% nature Max.HP +40.00 Stun/Frz- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (137 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 16, power 107 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By ANY RADIANCE the Shalore Sun Paladin level 35
59th Regrowth 123rd year of Ascendancy at 09:42 see stats
By ANY RADIANCE the Shalore Sun Paladin level 35
57th Regrowth 123rd year of Ascendancy at 12:45 see stats
By ANY RADIANCE the Shalore Sun Paladin level 43
54th Pyre 123rd year of Ascendancy at 19:27 see stats
By ANY RADIANCE the Shalore Sun Paladin level 9
1st Dusk 122nd year of Ascendancy at 09:51 see stats
By ANY RADIANCE the Shalore Sun Paladin level 37
69th Regrowth 123rd year of Ascendancy at 02:08 see stats
By ANY RADIANCE the Shalore Sun Paladin level 30
75th Haze 122nd year of Ascendancy at 17:26 see stats
By ANY RADIANCE the Shalore Sun Paladin level 23
29th Haze 122nd year of Ascendancy at 17:15 see stats
By ANY RADIANCE the Shalore Sun Paladin level 31
5th Decay 122nd year of Ascendancy at 22:23 see stats
By ANY RADIANCE the Shalore Sun Paladin level 30
3rd Decay 122nd year of Ascendancy at 06:50 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
54th Dusk 123rd year of Ascendancy at 07:27 see stats
By ANY RADIANCE the Shalore Sun Paladin level 35
62nd Regrowth 123rd year of Ascendancy at 03:30 see stats
By ANY RADIANCE the Shalore Sun Paladin level 10
7th Dusk 122nd year of Ascendancy at 11:23 see stats
By ANY RADIANCE the Shalore Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 16:41 see stats
By ANY RADIANCE the Shalore Sun Paladin level 30
74th Haze 122nd year of Ascendancy at 18:11 see stats
By ANY RADIANCE the Shalore Sun Paladin level 40
79th Regrowth 123rd year of Ascendancy at 22:12 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
24th Dusk 123rd year of Ascendancy at 02:44 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
25th Dusk 123rd year of Ascendancy at 14:09 see stats
By ANY RADIANCE the Shalore Sun Paladin level 46
73rd Pyre 123rd year of Ascendancy at 22:17 see stats
By ANY RADIANCE the Shalore Sun Paladin level 34
43rd Regrowth 123rd year of Ascendancy at 00:55 see stats
By ANY RADIANCE the Shalore Sun Paladin level 38
69th Regrowth 123rd year of Ascendancy at 17:55 see stats
By ANY RADIANCE the Shalore Sun Paladin level 20
1st Haze 122nd year of Ascendancy at 17:57 see stats
By ANY RADIANCE the Shalore Sun Paladin level 38
69th Regrowth 123rd year of Ascendancy at 08:13 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
68th Dusk 123rd year of Ascendancy at 03:17 see stats
By ANY RADIANCE the Shalore Sun Paladin level 8
8th Mirth 122nd year of Ascendancy at 14:27 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
68th Dusk 123rd year of Ascendancy at 03:18 see stats
By ANY RADIANCE the Shalore Sun Paladin level 39
71st Regrowth 123rd year of Ascendancy at 00:17 see stats
By ANY RADIANCE the Shalore Sun Paladin level 21
20th Haze 122nd year of Ascendancy at 11:37 see stats
By ANY RADIANCE the Shalore Sun Paladin level 21
25th Haze 122nd year of Ascendancy at 10:18 see stats
By ANY RADIANCE the Shalore Sun Paladin level 40
17th Pyre 123rd year of Ascendancy at 19:03 see stats
By ANY RADIANCE the Shalore Sun Paladin level 50
68th Dusk 123rd year of Ascendancy at 03:18 see stats
By ANY RADIANCE the Shalore Sun Paladin level 21
25th Haze 122nd year of Ascendancy at 07:10 see stats
By ANY RADIANCE the Shalore Sun Paladin level 15
30th Dusk 122nd year of Ascendancy at 05:30 see stats
By ANY RADIANCE the Shalore Sun Paladin level 34
56th Regrowth 123rd year of Ascendancy at 01:53 see stats
Log
ANY RADIANCE HEALS from light damage!
Argoniel HEALS from blight damage!
Argoniel hits ANY RADIANCE for (37 absorbed), 0 blight, (15 absorbed), 0 blight, (0 absorbed), 0 light, (0 absorbed), 0 temporal, (0 absorbed), 0 light, (0 absorbed), 0 physical, (2 absorbed), 0 light, 6 healing, (0 absorbed), 0 light, (0 absorbed), 0 blight, (2 absorbed), 0 light, 5 healing, (39 absorbed), 0 blight, (15 absorbed), 0 blight, (0 absorbed), 0 light, (0 absorbed), 0 temporal, (0 absorbed), 0 light, (0 absorbed), 0 physical, (2 absorbed), 0 light, 6 healing, (0 absorbed), 0 light, (0 absorbed), 0 blight, (2 absorbed), 0 light, 5 healing (0 total damage) [22 healing].
Melee retaliation hits Argoniel for 2 light, 1 temporal, 2 light, 1 physical, 61 light, 6 light, 1 blight, 58 light, 2 light, 1 temporal, 2 light, 1 physical, 61 light, 6 light, 1 blight, 58 light (263 total damage).
ANY RADIANCE casts Crusade.
Argoniel shrugs off ANY RADIANCE's 'Lightburn'!
Shield of Light performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
ANY RADIANCE is free from the hex.
ANY RADIANCE damages herself through Martyrdom!
ANY RADIANCE HEALS from light damage!
ANY RADIANCE hits Argoniel for 326 light, 28 light, 8 nature, 15 light, 3 acid, 81 light, 12 darkness, 33 light, 11 mind, 234 light (751 total damage).
Shield of Light hits Argoniel for 486 light, 99 light (585 total damage).
Argoniel hits ANY RADIANCE for (9 absorbed), 0 light, 31 healing, (1 absorbed), 0 light, 3 healing, (0 absorbed), 0 nature, (0 absorbed), 0 light, 1 healing, (0 absorbed), 0 acid, (2 absorbed), 0 light, 8 healing, (1 absorbed), 0 darkness, (1 absorbed), 0 light, 3 healing, (1 absorbed), 0 mind, (6 absorbed), 0 light, 22 healing, (12 absorbed), 0 light, 40 healing, (3 absorbed), 0 light, 9 healing (0 total damage) [116 healing].
Shield of Light killed Argoniel!
Acid Splash from Argoniel hits ANY RADIANCE for (34 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn is no longer evading attacks.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (30 absorbed), 0 acid (0 total damage).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.