









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 Exploration |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 1656% |
Size | big |
Lifes / Deaths | Killed by skeleton warrior at level 3 on the 76th Pyre 122nd year of Ascendancy at 23:03 / 46Killed by Vorewe the rogue at level 10 on the 12nd Dusk 122nd year of Ascendancy at 22:55 Killed by Velida the giant venus flytrap at level 12 on the 24th Dusk 122nd year of Ascendancy at 05:36 Killed by Ce'Nimiba the minotaur at level 18 on the 75th Dusk 122nd year of Ascendancy at 10:33 Killed by Ce'Nimiba the minotaur at level 18 on the 75th Dusk 122nd year of Ascendancy at 11:44 Killed by Fityrdon the human at level 23 on the 21st Haze 122nd year of Ascendancy at 05:55 Killed by Belayawyn the void horror at level 28 on the 60th Haze 122nd year of Ascendancy at 01:55 Killed by Steiaval the fire imp at level 29 on the 71st Haze 122nd year of Ascendancy at 20:19 Killed by Eleriamira the elven cultist at level 29 on the 71st Haze 122nd year of Ascendancy at 23:09 Killed by Mayydheba the elven tempest at level 29 on the 72nd Haze 122nd year of Ascendancy at 15:06 Killed by Ivilragata the elven guard at level 30 on the 73rd Haze 122nd year of Ascendancy at 15:27 Killed by elven blood mage at level 30 on the 73rd Haze 122nd year of Ascendancy at 22:50 Killed by Poluldalelaith the corrupted mastocytic feeder at level 31 on the 78th Haze 122nd year of Ascendancy at 06:23 Killed by Emonne the corrupted plasmic disruptor at level 31 on the 79th Haze 122nd year of Ascendancy at 04:10 Killed by thought-forged bowman at level 31 on the 79th Haze 122nd year of Ascendancy at 13:19 Killed by Poltergeist Stormfront at level 33 on the 72nd Regrowth 123rd year of Ascendancy at 21:59 Killed by searing horror at level 36 on the 4th Pyre 123rd year of Ascendancy at 04:22 Killed by uruivellas at level 36 on the 4th Pyre 123rd year of Ascendancy at 08:37 Killed by Mayomira the barrow wight at level 36 on the 7th Pyre 123rd year of Ascendancy at 03:20 Killed by Saloma the skeleton warrior at level 38 on the 12nd Pyre 123rd year of Ascendancy at 17:46 Killed by Sleeping Belulaith at level 38 on the 13rd Pyre 123rd year of Ascendancy at 18:21 Killed by Sleeping Belulaith at level 38 on the 13rd Pyre 123rd year of Ascendancy at 19:23 Killed by Sleeping Belulaith at level 38 on the 13rd Pyre 123rd year of Ascendancy at 20:41 Killed by Sleeping Belulaith at level 38 on the 13rd Pyre 123rd year of Ascendancy at 21:53 Killed by The Master at level 38 on the 14th Pyre 123rd year of Ascendancy at 19:37 Killed by orc pyromancer at level 44 on the 51st Pyre 123rd year of Ascendancy at 07:11 Killed by Lisaserin the orc soldier at level 45 on the 59th Pyre 123rd year of Ascendancy at 04:32 Killed by Glana the orc soldier at level 45 on the 59th Pyre 123rd year of Ascendancy at 07:29 Killed by orc necromancer at level 47 on the 21st Dusk 123rd year of Ascendancy at 05:50 Killed by Nerebeth the fire drake at level 48 on the 25th Dusk 123rd year of Ascendancy at 03:14 Killed by Bethoda the orc warrior at level 49 on the 32nd Dusk 123rd year of Ascendancy at 11:28 Killed by Emavena the cold drake hatchling at level 49 on the 33rd Dusk 123rd year of Ascendancy at 01:54 Killed by Betiratta the orc cryomancer at level 49 on the 33rd Dusk 123rd year of Ascendancy at 04:45 Killed by rimebark at level 50 on the 44th Dusk 123rd year of Ascendancy at 05:31 Killed by Nerybretira the orc berserker at level 50 on the 54th Dusk 123rd year of Ascendancy at 10:53 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 55th Dusk 123rd year of Ascendancy at 04:56 Killed by Atamathon the Giant Golem at level 50 on the 72nd Dusk 123rd year of Ascendancy at 11:00 Killed by Atamathon the Giant Golem at level 50 on the 72nd Dusk 123rd year of Ascendancy at 12:07 Killed by Atamathon the Giant Golem at level 50 on the 72nd Dusk 123rd year of Ascendancy at 13:10 Killed by Atamathon the Giant Golem at level 50 on the 72nd Dusk 123rd year of Ascendancy at 14:16 Killed by Onaujam the daelach's Fugue Clone at level 50 on the 8th Haze 123rd year of Ascendancy at 07:56 Killed by minotaur at level 50 on the 9th Haze 123rd year of Ascendancy at 00:38 Killed by Cyryminne the orc berserker at level 50 on the 9th Haze 123rd year of Ascendancy at 13:54 Killed by Polakira the luminous horror at level 50 on the 14th Haze 123rd year of Ascendancy at 15:55 Killed by Elandar at level 50 on the 15th Haze 123rd year of Ascendancy at 09:48 Killed by sun unlock at level 50 on the 15th Haze 123rd year of Ascendancy at 11:29 |
Primary Stats
Strength | 146 (base 64) |
Dexterity | 57 (base 9) |
Constitution | 117 (base 60) |
Magic | 111 (base 60) |
Willpower | 35 (base 9) |
Cunning | 82 (base 27) |
Resources
Life | 2707/2166 |
Mana | 559/679 |
Stamina | 448/464 |
Positive | 45/197 |
Healing Factor | 2.5 |
Regeneration | 107.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.54964786986 |
See Stealth | 50 |
See Invisible | 48 |
Offense: Mainhand
Damage | 238 |
Accuracy | 66 |
Crit Chance | 77% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 66 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Blight | +45% |
Arcane | +11% |
All | 0% |
Darkness | +11% |
Light | +12% |
Temporal | +6% |
Physical | +7% |
Fire | +30% |
Nature | +21% |
Offense: Damage Penetration
Acid | +25% |
Light | +51% |
Nature | +10% |
Physical | +25% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 82 (88.568973732692%) |
Defense | 48 |
Ranged Defense | 51 |
Fatigue | 30 |
Physical Save | 78 |
Spell Save | 57 |
Mental Save | 54 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 34%( 70%) |
All | + 12%( 70%) |
Darkness | + 50%( 70%) |
Light | + 49%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 21%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 53%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 69% |
Disarm Resistance | 99% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 63% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 484 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 738 damage for 5 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. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Celestial / Crusader | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by sun unlock. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Gariathra the orc master assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Adetha the degenerated skeleton warrior. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3012. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of bone giant dust. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ritch stinger. * You've found the needed snow giant kidney. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +5 Wil +5 Cun +7 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Dmg.mod +7% physical Res.pen +10% nature Apr +8 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Resists +6% acid +6% cold +9% lightning Phys.save +12 (+2 eff.) Spell.save +11 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Size +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +15% acid +12% blight Res.pen +10% acid Melee Ret 12 acid ----- def ----- Resists +12% acid +10% cold +10% temporal Phys.save +13 (+3 eff.) Mind.save +30 (+9 eff.) Heal.mod +30% Def/telep +20 Res/telep +20% Dur/telep +24% ---------- misc Light +5 See.Stealth +50 See.Invis +48 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 [Random Unique] Nature/Master While equipped: Stats +14 Str +6 Dex +8 Cun +5 Con dps ---------- Apr +4 ----- def ----- Armour +5 Fatigue +5% Resists +6% nature Spell.save +6 (+2 eff.) Disease- +10% Knockbk- +10% ---------- misc Stam/ret +2.20 Equi/ret +1.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +9 Dex +7 Mag +5 Wil +11 Cun +10 Con dps ---------- Melee+ 20 darkness Dmg.mod +11% arcane +11% darkness Acc +10 (+2 eff.) Apr +15 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness +3% blight Disarm- +49% ---------- misc Light +4 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +6 Mag +7 Wil dps ---------- Phys.crit +15.0% Spell.crit +10% Mind.crit +15% Res.pen +15% acid +25% physical On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Max.HP +40.00 Cut- +24% Confus- +20% Pinning- +20% Teleport- +10% ---------- misc Max.mana +60.00 Max.stam +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Cun +8 Con dps ---------- Melee+ 35 physical Ranged+ 35 physical Dmg.mod +6% temporal Melee Ret 8 nature 6 lightning On Hit (Melee): * 17% chance to reduce all saves and defense by 25 On Hit (Ranged): * 17% chance to reduce all saves and defense by 25 ----- def ----- Resists +9% lightning +9% temporal Phys.save +16 (+3 eff.) Max.HP +146.00 HP.reg +20.00 Heal.mod +20% Disarm- +50% Pinning- +43% Knockbk- +50% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +15 Con dps ---------- Dmg.mod +21% nature +15% acid Melee Ret 4 nature On Hit (Melee): * 24% chance to slow global speed by 51% ----- def ----- Defense +18 (+6 eff.) Phys.save +20 (+4 eff.) Spell.save +20 (+6 eff.) Max.HP +100.00 HP.reg +15.00 Heal.mod +20% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Crit.mult +58.00% Spell.pwr +29 (+8 eff.) S.pwr/crit +6 Dmg.mod +30% blight +27% fire Phasing +10% ----- def ----- Fatigue -10% Resists +3% darkness +3% temporal HP.reg +5.00 ---------- misc Mana/turn +0.60 Max.mana +100.00 Max.vim +20.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 74 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +14.0% Mind.crit +10% On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +11% fire +5% arcane +9% cold HP.reg +2.70 Heal.mod +28% A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +3% blight +3% fire Res.pen +10% fire Acc +30 (+7 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Defense +15 (+5 eff.) Fatigue -8% Phys.save +24 (+5 eff.) Max.HP +201.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+5 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+3 eff.) Spell.save +25 (+7 eff.) Mind.save +25 (+8 eff.) Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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 307.40 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 192.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 610 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +11 Str dps ---------- Phys.crit +2.0% Res.pen +10% physical ---------- misc Masteries +0.28 Celestial/Sun Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% blight Res.pen +25% darkness Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +6% darkness +6% blight ---------- misc Masteries +0.22 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Apr +1 ----- def ----- Resists +3% nature Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +7 Str +11 Dex +7 Wil +11 Cun dps ---------- Res.pen +10% temporal Melee Ret 6 physical ----- def ----- Armour +10 ---------- misc Stam/turn +3.00 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Fatigue -5% Resists +3% nature Phys.save +14 (+3 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 ---------- misc Masteries +0.14 Celestial/Radiance Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +10% mind Confus- +23% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% lightning +12% light ----- def ----- Defense +8 (+3 eff.) Resists +27% lightning +6% nature Spell.save +3 (+1 eff.) Max.HP +46.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +10 Cun +2 Str dps ---------- Crit.mult +20.00% Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +13 (+5 eff.) Melee Ret 8 blight ----- def ----- Resists +6% cold ---------- misc Mana/s.crit +2.00 Max.mana +40.00 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 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +5 Wil +12 Cun +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +12 (+5 eff.) Acc +10 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +3% light Max.HP +40.00 Disarm- +20% Pinning- +40% Knockbk- +37% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% arcane ----- def ----- Fatigue -6% Resists +7% nature +7% blight Poison- +12% Disease- +14% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +25 Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.53 cold and 13.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 15 light Dmg.mod +11% light ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Acc +7 (+1 eff.) Apr +9 ----- def ----- Defense +9 (+3 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 89% 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 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 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 (+2 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 T5 battleaxe 2H weapon [Rare] Arcane Power 182% 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+ +16 mind On Hit.r1 +26 fire On Crit.r2 +27 physical On Hit: * 27% chance to reduce damage dealt by 20% While equipped: Stats +6 Dex +6 Con dps ---------- Res.pen +30% cold ----- def ----- Defense +20 (+7 eff.) Resists +6% physical Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light Against +16% Undead While equipped: Stats +1 Str +7 Dex dps ---------- Phys.spd +10% Dmg.mod +3% acid Res.pen +10% physical Acc +42 (+10 eff.) Apr +10 ----- def ----- Defense +5 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 289.18 fire damage, and flames will be left dealing a further 67.64 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Master/Psionic Power 142% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +7% physical Acc +12 (+3 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 191% 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+ +27 acid +24 cold On Crit.r2 +20 acid +20 cold While equipped: Stats +5 Dex +3 Mag +3 Cun dps ---------- Res.pen +30% darkness ----- def ----- Resists +18% darkness +24% acid ---------- misc Infravis +3 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +25 mind On Hit: * 27% chance to reduce all saves and defense by 25 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Cun +5 Wil Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +9% physical Acc +13 (+3 eff.) Apr +9 ----- def ----- Max.HP +47.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 148% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Mag +11 Wil dps ---------- Spell.pwr +15 (+4 eff.) Res.pen +14% physical Acc +25 (+6 eff.) Apr +15 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 146% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +11 Con +10 Wil ----- def ----- Max.HP +110.00 Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 167% 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+ +12 mind While equipped: Stats +16 Con +19 Wil dps ---------- Dmg.mod +12% arcane Res.pen +15% arcane +13% physical Acc +34 (+8 eff.) Apr +13 Melee Ret 2 mind ----- def ----- Defense +13 (+4 eff.) Resists +5% arcane Max.HP +80.00 Disarm- +36% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 183% 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% Melee+ +30 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +41.0% Crit.mult +38.00% Dmg.mod +3% nature Acc +5 (+1 eff.) Apr +21 Melee Ret 2 physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +5 (+2 eff.) Resists +3% cold +5% arcane +12% temporal Die.at -40.00 life Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Disrupt Power 167% 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% On Crit.r2 +24 lightning +7 cold +20 darkness On Hit: * 12% chance to slow global speed by 51% While equipped: Stats +13 Str +13 Dex +10 Mag +10 Wil +12 Cun +6 Con dps ---------- Mov.spd +43% Res.pen +13% lightning +10% cold ----- def ----- Resists +5% arcane Max.HP +20.00 Silence- +10% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 173% 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+ +23 temporal +16 nature On Hit: * 10% chance to slow global speed by 51% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Dmg.mod +3% nature +18% fire Acc +34 (+8 eff.) Melee Ret 4 nature ----- def ----- Defense +16 (+5 eff.) Resists +6% nature +23% temporal Disarm- +70% 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 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Phys.crit +7.0% Crit.mult +29.00% Phys.pwr +10 (+3 eff.) Apr +12 ----- def ----- Armour +4 Resists +12% temporal Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 114% 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 greatsword 2H weapon [Ego+] Nature Power 175% 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% On Crit.r2 +61 lightning +52 cold While equipped: dps ---------- Mov.spd +70% Res.pen +35% lightning +21% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 178% 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% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +20% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit.r1 +7 fire On Hit: 20% Epidemic 2 On Hit: 20% Curse of Impotence 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 30 While equipped: Stats +1 Str dps ---------- Apr +1 ----- def ----- Resists +3% blight Disease- +10% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 nature +7 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +6% light ----- def ----- Resists +3% nature Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 107% 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 T5 mace 1H weapon [Random Unique] Arcane/Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 109 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Wil +3 Mag dps ---------- Spell.crit +2% Spell.pwr +20 (+5 eff.) ----- def ----- Disease- +35% Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Vim/s.crit +2.72 Max.vim +20.00 Light +2 Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.crit +4% Crit.mult +18.00% Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 174/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Cold Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 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 (+8 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Normal] 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: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] 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: dps ---------- Spell.crit +13% Spell.pwr +23 (+6 eff.) Dmg.mod +30% darkness Phasing +23% ----- def ----- Defense +23 (+8 eff.) Shield.pwr +20% Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Crit.mult +19.00% Spell.pwr +12 (+3 eff.) Melee+ 19 fire Dmg.mod +10% darkness ---------- misc Max.mana +30.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 152% 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% Melee+ +27 blight +30 cold While equipped: Stats +4 Dex +4 Con dps ---------- Phys.crit +5.0% Dmg.mod +41% physical Res.pen +34% lightning Apr +10 ----- def ----- Max.HP +136.01 Pinning- +27% Knockbk- +27% One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Dex +6 Wil +12 Cun dps ---------- Phys.crit +10.0% Mind.crit +11% Dmg.mod +9% physical Against +30% Summoned Apr +3 Melee Ret 2 physical ----- def ----- Defense +5 (+2 eff.) Resists +10% lightning +11% temporal +6% light D.Red.from +39% Summoned A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +2 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% temporal Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +5.00% Spell.pwr +25 (+7 eff.) Dmg.mod +6% darkness Res.pen +9% darkness Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +15% darkness +8% fire +7% lightning +7% cold Phys.save +10 (+2 eff.) Stealth +10 Max.HP +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 46.22 to 57.78 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Dmg.mod +30% light ----- def ----- Resists +45% light +15% all ---------- misc Mana/turn +0.35 Psi/turn +0.40 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 +6 (+2 eff.) Dmg.mod +25% light ----- def ----- Resists +37% light +13% all Spell.save +27 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +30% nature +30% blight ----- def ----- Resists +30% blight +15% all Poison- +45% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +11% arcane +24% mind ----- def ----- Resists +7% blight +5% arcane +12% mind +9% all Max.HP +57.00 HP.reg +1.90 Heal.mod +14% ---------- misc Max.mana +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +18% acid Res.pen +15% acid +13% temporal +14% darkness ----- def ----- Armour +6 Resists +15% temporal +15% darkness +6% cold Phys.save +8 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) Def/telep +15 Res/telep +11% Dur/telep +17% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +17 (+5 eff.) Mind.pwr +14 (+5 eff.) ----- def ----- Armour +14 ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Phys.save +6 (+1 eff.) ---------- misc Max.enc +24 Stam/turn +0.80 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -4% Phys.save +7 (+1 eff.) ---------- misc Max.enc +25 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+1 eff.) ---------- misc Max.enc +21 Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +8 Dex +2 Wil +7 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +15 (+6 eff.) Melee+ 10 physical Dmg.mod +12% acid +6% physical Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +9 Phys.save +7 (+1 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +15% nature Die.at -80.00 life Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue +3% Resists +10% fire +3% physical +10% cold Die.at -40.00 life A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 686.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego] Nature/Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +9 Str +8 Dex +7 Cun +15 Con ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +2 Dex +3 Cun +6 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 21 acid 23 fire Melee Ret 16 acid 13 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +30% acid +30% fire +30% lightning A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +43.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +90.00 HP.reg +8.20 Heal.mod +16% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +6 Mag +3 Cun +1 Con dps ---------- Melee+ 12 acid 12 fire Dmg.mod +3% blight Melee Ret 10 acid 11 fire ----- def ----- Armour +16 Defense +7 (+2 eff.) Fatigue +22% Resists +16% acid +15% fire +20% temporal Crit.chn- 10.00% Mind.save +15 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +7 Dex +5 Mag +7 Con dps ---------- Phys.pwr +40 (+9 eff.) Melee+ 23 acid 23 fire Dmg.mod +21% lightning +24% temporal Apr +5 Melee Ret 16 acid 16 fire On Hit (Melee): * 27% chance to reduce armor by 40% ----- def ----- Armour +16 Defense +41 (+13 eff.) Fatigue +22% Resists +28% acid +25% fire Def/telep +20 Res/telep +20% Dur/telep +20% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% temporal Res.pen +5% lightning +20% temporal On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +26 Fatigue +22% Resists +41% acid +12% physical +27% darkness +6% temporal +30% blight +10% cold +20% lightning +11% fire Max.HP +73.00 HP.reg +11.00 Heal.mod +20% ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 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 (+3 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 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 128% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 mind On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun dps ---------- Phys.crit +7.0% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +17 Fatigue +8% Resists +15% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 169% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +184 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +17 Fatigue +8% Phys.save +8 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master/Psionic When used to Attack: Power 179% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +212 Melee+ +8 acid +16 light +18 darkness On Hit.r1 +8 nature While equipped: Stats +8 Cun +10 Mag dps ---------- Dmg.mod +18% mind +3% nature +17% light +16% darkness ----- def ----- Armour +10 Fatigue +8% Resists +9% acid +17% light +30% cold +25% mind +18% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 140% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +15.5% Capacity 15 On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 10 physical ----- def ----- Defense +25 (+8 eff.) ---------- misc Max.stam +20.00 Infravis +2 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 +4 Str dps ---------- Phys.crit +1.0% Res.pen +5% mind Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +15 (+5 eff.) Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.33 cold damage and 34.59 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +1 Dex +8 Con ----- def ----- Resists +6% blight +3% light HP.reg +3.00 ---------- misc Light +3 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +3 Mag +4 Wil +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +15% cold Spell.save +6 (+2 eff.) ---------- 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 [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Phys.save +6 (+1 eff.) Heal.mod +10% ---------- 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 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 161% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Master Power 164% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Nature/Psionic Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Rld cld 6 Ranged+ +14 nature +16 mind On Hit: * 19% chance to reduce all saves and defense by 25 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 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 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 51% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1182 Base Damage: 570 Armor: 50 All Resist: 50 Puts all charms on 25 cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 15, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. 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 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 sun unlock the Skeleton Sun Paladin level 39
17th Pyre 123rd year of Ascendancy at 19:39 see stats
By sun unlock the Skeleton Sun Paladin level 39
15th Pyre 123rd year of Ascendancy at 22:54 see stats
By sun unlock the Skeleton Sun Paladin level 50
72nd Dusk 123rd year of Ascendancy at 15:38 see stats
By sun unlock the Skeleton Sun Paladin level 47
17th Dusk 123rd year of Ascendancy at 00:32 see stats
By sun unlock the Skeleton Sun Paladin level 44
46th Pyre 123rd year of Ascendancy at 06:29 see stats
By sun unlock the Skeleton Sun Paladin level 14
42nd Dusk 122nd year of Ascendancy at 00:41 see stats
By sun unlock the Skeleton Sun Paladin level 43
42nd Pyre 123rd year of Ascendancy at 18:54 see stats
By sun unlock the Skeleton Sun Paladin level 41
24th Pyre 123rd year of Ascendancy at 07:19 see stats
By sun unlock the Skeleton Sun Paladin level 30
73rd Haze 122nd year of Ascendancy at 08:00 see stats
By sun unlock the Skeleton Sun Paladin level 20
10th Haze 122nd year of Ascendancy at 13:28 see stats
By sun unlock the Skeleton Sun Paladin level 32
9th Decay 122nd year of Ascendancy at 10:59 see stats
By sun unlock the Skeleton Sun Paladin level 23
52nd Haze 122nd year of Ascendancy at 04:24 see stats
By sun unlock the Skeleton Sun Paladin level 50
6th Haze 123rd year of Ascendancy at 06:16 see stats
By sun unlock the Skeleton Sun Paladin level 43
42nd Pyre 123rd year of Ascendancy at 22:27 see stats
By sun unlock the Skeleton Sun Paladin level 23
18th Haze 122nd year of Ascendancy at 18:15 see stats
By sun unlock the Skeleton Sun Paladin level 49
32nd Dusk 123rd year of Ascendancy at 11:10 see stats
By sun unlock the Skeleton Sun Paladin level 50
53rd Dusk 123rd year of Ascendancy at 14:50 see stats
By sun unlock the Skeleton Sun Paladin level 10
11st Dusk 122nd year of Ascendancy at 15:39 see stats
By sun unlock the Skeleton Sun Paladin level 20
2nd Haze 122nd year of Ascendancy at 20:31 see stats
By sun unlock the Skeleton Sun Paladin level 30
72nd Haze 122nd year of Ascendancy at 20:39 see stats
By sun unlock the Skeleton Sun Paladin level 40
20th Pyre 123rd year of Ascendancy at 06:27 see stats
By sun unlock the Skeleton Sun Paladin level 50
33rd Dusk 123rd year of Ascendancy at 10:54 see stats
By sun unlock the Skeleton Sun Paladin level 50
55th Dusk 123rd year of Ascendancy at 07:07 see stats
By sun unlock the Skeleton Sun Paladin level 48
25th Dusk 123rd year of Ascendancy at 15:43 see stats
By sun unlock the Skeleton Sun Paladin level 33
54th Regrowth 123rd year of Ascendancy at 10:39 see stats
By sun unlock the Skeleton Sun Paladin level 23
52nd Haze 122nd year of Ascendancy at 04:24 see stats
By sun unlock the Skeleton Sun Paladin level 23
52nd Haze 122nd year of Ascendancy at 04:24 see stats
By sun unlock the Skeleton Sun Paladin level 42
24th Pyre 123rd year of Ascendancy at 09:18 see stats
By sun unlock the Skeleton Sun Paladin level 50
15th Haze 123rd year of Ascendancy at 11:27 see stats
By sun unlock the Skeleton Sun Paladin level 29
72nd Haze 122nd year of Ascendancy at 19:28 see stats
By sun unlock the Skeleton Sun Paladin level 12
15th Dusk 122nd year of Ascendancy at 09:31 see stats
By sun unlock the Skeleton Sun Paladin level 44
42nd Pyre 123rd year of Ascendancy at 22:30 see stats
By sun unlock the Skeleton Sun Paladin level 25
55th Haze 122nd year of Ascendancy at 12:17 see stats
By sun unlock the Skeleton Sun Paladin level 50
15th Haze 123rd year of Ascendancy at 11:29 see stats
By sun unlock the Skeleton Sun Paladin level 23
52nd Haze 122nd year of Ascendancy at 04:24 see stats
By sun unlock the Skeleton Sun Paladin level 28
68th Haze 122nd year of Ascendancy at 01:48 see stats
By sun unlock the Skeleton Sun Paladin level 45
75th Pyre 123rd year of Ascendancy at 08:19 see stats
By sun unlock the Skeleton Sun Paladin level 50
15th Haze 123rd year of Ascendancy at 11:29 see stats
By sun unlock the Skeleton Sun Paladin level 20
10th Haze 122nd year of Ascendancy at 09:26 see stats
By sun unlock the Skeleton Sun Paladin level 13
25th Dusk 122nd year of Ascendancy at 00:57 see stats
By sun unlock the Skeleton Sun Paladin level 38
14th Pyre 123rd year of Ascendancy at 20:32 see stats
Log
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Exploration mode)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
High Sun Paladin Aeryn is free from the blighted poison.
Shield of Light hits Argoniel for 56 light, 184 light (240 total damage).
High Sun Paladin Aeryn hits Argoniel for 277 light, 5 nature, 121 light (404 total damage).
Weapon of Wrath hits Argoniel for 862 fire damage.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 175 healing from High Sun Paladin Aeryn's healing light area effect.
sun unlock receives 240 healing from High Sun Paladin Aeryn's healing light area effect.
Shield of Light hits High Sun Paladin Aeryn for 42 healing, 42 healing (0 total damage) [85 healing].
sun unlock receives 313 healing from Ghast's purging blight area effect.
Carrion worm mass's wormblight area effect hits High Sun Paladin Aeryn for 70 blight damage.
Carrion worm mass's wormblight area effect hits sun unlock for (39 absorbed), 0 blight (0 total damage).
Carrion worm mass's wormblight area effect hits High Sun Paladin Aeryn for 60 blight damage.
Carrion worm mass's wormblight area effect hits sun unlock for (33 absorbed), 0 blight (0 total damage).
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (44 absorbed), 0 acid (0 total damage).
Woeful Corrosion from Argoniel hits High Sun Paladin Aeryn for (55 absorbed), 0 acid (0 total damage).
Talent Rune: Dissipation is ready to use.
Woeful Corrosion from Argoniel hits sun unlock for (31 absorbed), 0 acid (0 total damage).
Acid Splash from Argoniel hits sun unlock for (25 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. (Exploration mode)!
Personal New Achievement: The Sun Still Shines (Exploration mode)!
Saving game...
Saving done.