
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! UI Pack: Plumpkins! 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 50 / 1758% |
Size | medium |
Lifes / Deaths | Killed by ghoulking at level 4 on the 78th Pyre 122nd year of Ascendancy at 20:51 1 / 7Killed by Alni the halfling at level 19 on the 1st Haze 122nd year of Ascendancy at 12:25 Killed by Greater Mummy Lord at level 29 on the 11st Dusk 123rd year of Ascendancy at 06:25 Killed by Adildavea the gelatinous cube at level 33 on the 45th Haze 123rd year of Ascendancy at 09:15 Killed by saw horror at level 50 on the 65th Haze 124th year of Ascendancy at 18:48 Killed by luminous horror at level 50 on the 17th Haze 125th year of Ascendancy at 04:13 Killed by Veisscol at level 50 on the 65th Haze 125th year of Ascendancy at 01:02 |
Primary Stats
Strength | 138 (base 60) |
Dexterity | 103 (base 60) |
Constitution | 86 (base 60) |
Magic | 47 (base 10) |
Willpower | 66 (base 37) |
Cunning | 44 (base 14) |
Resources
Life | 2115/2126 |
Stamina | 129/387 |
Healing Factor | 2.2558352098044 |
Regeneration | 95.074774681526 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine, undead/blood |
Offense: Mainhand
Damage | 191 |
Accuracy | 72 |
Crit Chance | 21% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +39% |
Blight | +42% |
Physical | +57% |
Cold | +61% |
All | +27% |
Offense: Damage Penetration
Cold | +25% |
Light | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 96.51107702266 (100%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 47 |
Physical Save | 55 |
Spell Save | 57 |
Mental Save | 41 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 49%( 70%) |
Physical | + 45%( 70%) |
Cold | + 69%( 70%) |
All | + 35%( 70%) |
Darkness | + 51%( 70%) |
Temporal | + 40%( 70%) |
Fire | + 70%( 70%) |
Mind | + 49%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 46% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: 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: BlinkUse mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 arcane, 4 darkness |
Class Talents
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by orc master assassin. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Veisscol. Escort: temporal explorer (level 2 of Daikara) | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1987. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +12% blight +6% cold +10% darkness +7% temporal Def/telep +14 Res/telep +14% Dur/telep +19% ---------- misc Light +5 Infravis +4 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 51 blight damage or heals 54 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +9% cold Res.pen +10% light +15% cold Melee Ret 10 cold ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +21% mind +21% cold Mind.save +21 (+7 eff.) Confus- +46% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 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 3.3 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 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. 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. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% blight +3% fire +6% darkness Heal.mod +10% Pinning- +10% Blast the opponent's mind dealing 368 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +13 (+5 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +5% all ----- def ----- Max.HP +64.00 HP.reg +13.00 Heal.mod +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con ----- def ----- Max.HP +74.00 HP.reg +13.00 Heal.mod +18% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Armour +5 Resists +5% all Stun/Frz- +60% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+7 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 5.2 Pwr.cost 20 out of 8/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +39% Summoned ----- def ----- Armour +11 D.Red.from +39% Summoned Create a temporary shield that absorbs 302 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 60.0 - 72.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +15 acid While equipped: Stats +2 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 284 physical damage over 5 turns (1/turn) On Melee Ret: * 14% chance to reduce armor by 34% ----- def ----- Armour +10 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 347.76 cold damage and condensing the air into freezing vapors that deal 115.92 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 17 acid 14 fire Melee Ret 14 acid 12 fire ----- def ----- Armour +16 Fatigue +22% Resists +21% acid +57% fire +9% darkness +3% blight Mind.save +3 (+1 eff.) Max.HP +80.00 HP.reg +7.00 Heal.mod +33% Silence- +20% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 86.25 physical damage and 139.53 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [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 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -520 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 523 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 682 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 522.73 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 7 turns. 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 [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical ----- def ----- Resists +15% fire +5% physical +5% arcane +16% temporal Spell.save +9 (+3 eff.) Blind- +20% Pinning- +29% Knockbk- +25% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Mind.crit +3% Res.pen +20% light Acc +30 (+7 eff.) ----- def ----- Armour +2 Resists +25% light +23% darkness Phys.save +12 (+4 eff.) Die.at -40.00 life Blind- +44% ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T4 amulet jewelry [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +13% nature +21% blight Poison- +29% Disease- +22% ---------- misc Masteries +0.15 Technique/Shield defense +0.15 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +14% darkness +6% blight +9% fire +11% mind +10% light Phys.save +14 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +11 (+4 eff.) Blind- +26% Confus- +24% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +23% temporal Pinning- +33% Knockbk- +20% ---------- misc Masteries +0.31 Technique/Conditioning +0.31 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Melee+ 7 light 12 darkness Dmg.mod +9% light +6% temporal +15% darkness +5% physical On Melee Ret: * 7% chance to reduce damage dealt by 22% * 12% chance to blind Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.33 Corruption/Vile life +0.33 Technique/Battle tactics 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 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +16% arcane ----- def ----- Fatigue -6% Resists +16% arcane ---------- misc Max.enc +29 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Superpower You have set the ring to grant you Superpower! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 22 physical Ranged+ 17 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 27 On Hit (Ranged): * 14% chance to reduce all saves and defense by 27 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +3% physical Res.pen +15% physical Apr +1 ----- def ----- Defense +15 (+5 eff.) Resists +6% blight +5% physical Blind- +41% ---------- misc Infravis +6 See.Stealth +25 See.Invis +20 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +20 (+7 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +15% arcane +7% all ----- def ----- Armour +4 Resists +3% light +3% fire +12% darkness +15% arcane Max.HP +44.00 Disarm- +48% Pinning- +35% Knockbk- +37% ---------- misc Light +1 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +5 Mag +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 17 light Ranged+ 27 light Dmg.mod +16% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Acc +13 (+3 eff.) Apr +14 ----- def ----- Defense +14 (+5 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 74% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +19.00% Spell.pwr +7 (+3 eff.) Melee+ 19 fire Dmg.mod +10% blight ----- def ----- Resists +5% blight ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+4 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. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Mag +1 Wil +10 Cun +10 Con dps ---------- Spell.crit +19% Crit.mult +40.00% Spell.pwr +20 (+7 eff.) Dmg.mod +30% cold Res.pen +5% darkness +5% lightning Phasing +26% ----- def ----- Defense +24 (+8 eff.) Shield.pwr +20% ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Hate/m.crit +2.00 Max.hate +4.00 Max.vim +43.00 Max.P.En +15.00 Max.N.En +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag 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 +22 (+8 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +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 Reqs Mag 48 [Ego+] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag 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 +19 (+7 eff.) Dmg.mod +40% fire ----- def ----- Resists +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Arcane/Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 83 acid damage (1/turn) While equipped: Stats +10 Str dps ---------- Dmg.mod +21% acid +17% physical Res.pen +40% acid Acc +21 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +35% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +26.00% Res.pen +19% physical Acc +17 (+4 eff.) Apr +36 Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 69.5 - 104.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str +10 Dex +13 Mag +14 Wil +19 Cun +19 Con Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str 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 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +20 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature/Disrupt Power 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 28 arcane resource burn While equipped: Stats +12 Con +17 Wil ----- def ----- Max.HP +97.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 59.0 - 94.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +44.00% Apr +13 Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +58 lightning +61 cold While equipped: dps ---------- Phys.crit +17.0% Crit.mult +40.00% Mov.spd +70% Res.pen +35% lightning +27% cold Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master/Psionic Power 55.0 - 88.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+4 eff.) Res.pen +19% physical ----- def ----- Disarm- +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +20% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Master Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +47% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +30 lightning +40 cold While equipped: dps ---------- Mov.spd +50% Res.pen +25% lightning +25% cold Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 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 +13.0% Res.pen +12% physical Acc +19 (+5 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +22% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Str +14 Wil +9 Con dps ---------- Res.pen +10% physical Acc +15 (+4 eff.) Apr +12 ----- def ----- Resists +9% light Max.HP +96.00 ---------- misc Infravis +3 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 83 damage On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +15 (+3 eff.) Dmg.mod +18% lightning Res.pen +20% arcane ----- def ----- Resists +9% lightning Disease- +22% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Master Power 55.5 - 77.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +15 (+5 eff.) Disarm- +37% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +18 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +35 lightning +31 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +44% Res.pen +17% lightning +21% cold Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Disrupt Power 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +22% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. This item has been sent to the Item's Vault. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight +6 mind On Hit.r1 +4 nature On Hit: 20% Epidemic 5 On Hit: * 35% chance to reduce strength, dexterity, and constitution by 24 * 24% chance to reduce all saves and defense by 27 While equipped: Stats +5 Wil +8 Cun +6 Con ----- def ----- Disease- +35% ---------- misc See.Invis +6 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 51.5 - 72.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +10 Str +9 Dex +10 Mag +9 Wil +12 Cun +9 Con One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 137.40 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Disrupt/Psionic Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 darkness Against +8% Living +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 22% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +10% darkness +11% physical Acc +21 (+5 eff.) Apr +9 Melee Ret 2 darkness 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +10 (+3 eff.) Resists +6% fire Disarm- +23% Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +7 Dex +5 Mag +5 Wil +7 Cun +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +9 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +14 Str +9 Dex +9 Mag +5 Wil +5 Cun +9 Con dps ---------- Dmg.mod +9% physical Acc +13 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 temporal On Hit.r1 +16 fire While equipped: ----- def ----- Resists +8% temporal Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Res.pen +11% physical Acc +17 (+4 eff.) Apr +13 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 13.88 acid and 15.52 blight damage. If not cleared after five turns it will inflict 88.12 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Sand Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 438.22 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +23 darkness On Crit.r2 +20 darkness On Hit: * 23% chance to reduce damage dealt by 22% While equipped: dps ---------- Phys.crit +11.0% Res.pen +20% lightning Acc +23 (+6 eff.) Melee Ret 6 lightning On Hit (Ranged): * 23% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness +21% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +10.0% Res.pen +24% physical Acc +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str 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 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 71.5 - 85.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +307 On Hit.r1 +20 mind On Hit: * 10% chance to reduce damage dealt by 22% While equipped: dps ---------- Dmg.mod +9% mind +9% temporal Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +19 Fatigue +8% Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 68.5 - 82.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +322 Melee+ +25 cold While equipped: Stats +5 Con +5 Wil dps ---------- On shield block: * Deals 149 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +20 Fatigue +8% Resists +19% cold Phys.save +12 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 67.0 - 80.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +283 Melee+ +16 light +11 darkness While equipped: Stats +4 Cun +5 Mag dps ---------- Dmg.mod +17% light +15% darkness ----- def ----- Armour +16 Fatigue +8% Resists +15% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 65.5 - 78.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 While equipped: Stats +10 Str +13 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +20% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 64.5 - 77.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 On Crit.r2 +27 light +39 fire While equipped: dps ---------- On shield block: * Deals 124 light and fire damage to each enemy blocked ----- def ----- Armour +10 Fatigue +8% Resists +9% light +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +12% Spell.pwr +20 (+7 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.25 Max.mana +65.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +15% acid +18% physical +25% fire +13% cold ----- def ----- Resists +17% acid +19% physical +18% fire +14% cold +15% all Spell.save +22 (+6 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +9% Spell.pwr +5 (+2 eff.) Dmg.mod +23% light +35% darkness ----- def ----- Resists +30% darkness +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +7 Mag +4 Wil dps ---------- Dmg.mod +29% lightning +19% physical +22% cold ----- def ----- Resists +13% lightning +11% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +78.00 HP.reg +10.50 Heal.mod +24% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +8% Resists +11% acid +11% cold HP.reg +3.80 ---------- misc Stam/turn +1.70 Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 20 acid 18 fire Melee Ret 13 acid 13 fire ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +22% acid +24% fire A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 147.49 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Cun +8 Dex ----- def ----- Armour +15 Defense +28 (+9 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 17 acid 19 fire Melee Ret 12 acid 16 fire ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +22% acid +21% fire +27% cold A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane While equipped: dps ---------- Melee+ 15 acid 14 fire 7 darkness Ranged+ 8 darkness Melee Ret 10 acid 11 fire ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +16% acid +17% temporal +19% darkness +20% fire Def/telep +28 Res/telep +17% Dur/telep +23% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +53.00 HP.reg +6.00 Heal.mod +15% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +6% Phys.save +11 (+3 eff.) Max.HP +61.00 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +16 Fatigue +35% Resists +29% lightning +13% fire -17% light +13% darkness Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +14% physical +40% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +9 (+3 eff.) Resists +13% nature +13% blight Phys.save +16 (+5 eff.) Spell.save +12 (+3 eff.) Mind.save +16 (+6 eff.) HP.reg +6.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Defense +11 (+4 eff.) Resists +6% acid +3% temporal +9% blight +8% fire +7% cold +6% lightning Phys.save +19 (+6 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +4 Wil ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +6% acid +9% light +12% blight +3% fire +15% nature +5% arcane Mind.save +14 (+5 eff.) Heal.mod +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+7 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+4 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +8% fire +9% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +17 (+6 eff.) Dmg.mod +3% fire Res.pen +19% darkness +19% temporal ----- def ----- Armour +5 Resists +26% darkness +27% temporal +3% mind +6% nature Phys.save +14 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+5 eff.) Max.HP +106.77 Blind- +10% Disease- +21% Def/telep +28 Res/telep +20% Dur/telep +30% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +6 ----- def ----- Armour +5 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +5 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -2% Max.HP +45.00 ---------- misc Stam/turn +1.70 Max.stam +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Str +8 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue -5% Phys.save +14 (+4 eff.) ---------- misc Max.enc +41 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +12 (+4 eff.) Melee+ 8 acid 6 fire 8 cold 8 arcane 6 lightning Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+4 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 72.15 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 181.61 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 2.0 T5 head armor [Ego] Nature/Psionic While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% fire ----- def ----- Defense +3 (+1 eff.) Resists +22% fire Mind.save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +2 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +11 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +6 Dex ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +9 Lck dps ---------- Phys.crit +3.0% Spell.crit +5% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Phys.save +18 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +6 Str +5 Wil +8 Cun dps ---------- Phys.pwr +12 (+3 eff.) Acc +11 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +6% physical Phys.save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Cun +4 Mag dps ---------- Res.pen +10% cold ----- def ----- Resists +5% arcane +12% lightning Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Spell.pwr +10 (+4 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +9 (+3 eff.) Blind- +36% Confus- +16% ---------- misc Light +9 See.Stealth +38 See.Invis +31 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% mind Res.pen +15% acid Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce armor by 34% On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 24 * 25% chance to reduce damage dealt by 22% ----- def ----- Resists +6% mind ---------- misc Spell.cld 10% Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +2 Con dps ---------- Spell.crit +8% Dmg.mod +15% nature Res.pen +10% light +20% nature ----- def ----- Resists +9% cold Max.HP +34.00 ---------- misc Max.mana +32.00 Max.stam +21.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +5% arcane +6% darkness +6% mind Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 581 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 26% for 2 turns. 100% to heal for 70. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 636 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 652 physical damage Puts all charms on 15 cooldown 100% to heal for 89. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 15, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Veisscol the Skeleton Bulwark level 34
2nd Wintertide 124th year of Ascendancy at 10:14 see stats
By Veisscol the Skeleton Bulwark level 43
79th Dusk 124th year of Ascendancy at 22:54 see stats
By Veisscol the Skeleton Bulwark level 32
74th Dusk 123rd year of Ascendancy at 18:20 see stats
By Veisscol the Skeleton Bulwark level 42
59th Dusk 124th year of Ascendancy at 07:41 see stats
By Veisscol the Skeleton Bulwark level 44
5th Haze 124th year of Ascendancy at 22:35 see stats
By Veisscol the Skeleton Bulwark level 50
41st Dusk 125th year of Ascendancy at 06:58 see stats
By Veisscol the Skeleton Bulwark level 50
65th Haze 124th year of Ascendancy at 21:31 see stats
By Veisscol the Skeleton Bulwark level 37
8th Dusk 124th year of Ascendancy at 23:03 see stats
By Veisscol the Skeleton Bulwark level 30
59th Dusk 123rd year of Ascendancy at 04:57 see stats
By Veisscol the Skeleton Bulwark level 36
34th Pyre 124th year of Ascendancy at 19:51 see stats
By Veisscol the Skeleton Bulwark level 19
5th Haze 122nd year of Ascendancy at 08:05 see stats
By Veisscol the Skeleton Bulwark level 35
63rd Regrowth 124th year of Ascendancy at 19:48 see stats
By Veisscol the Skeleton Bulwark level 50
33rd Haze 125th year of Ascendancy at 06:36 see stats
By Veisscol the Skeleton Bulwark level 43
1st Haze 124th year of Ascendancy at 19:24 see stats
By Veisscol the Skeleton Bulwark level 26
10th Pyre 123rd year of Ascendancy at 18:48 see stats
By Veisscol the Skeleton Bulwark level 16
44th Dusk 122nd year of Ascendancy at 09:35 see stats
By Veisscol the Skeleton Bulwark level 27
13rd Pyre 123rd year of Ascendancy at 13:58 see stats
By Veisscol the Skeleton Bulwark level 21
61st Haze 122nd year of Ascendancy at 20:53 see stats
By Veisscol the Skeleton Bulwark level 50
26th Haze 125th year of Ascendancy at 15:07 see stats
By Veisscol the Skeleton Bulwark level 38
24th Dusk 124th year of Ascendancy at 02:44 see stats
By Veisscol the Skeleton Bulwark level 21
47th Haze 122nd year of Ascendancy at 23:06 see stats
By Veisscol the Skeleton Bulwark level 45
6th Haze 124th year of Ascendancy at 12:47 see stats
By Veisscol the Skeleton Bulwark level 33
4th Haze 123rd year of Ascendancy at 09:03 see stats
By Veisscol the Skeleton Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 06:51 see stats
By Veisscol the Skeleton Bulwark level 20
21st Haze 122nd year of Ascendancy at 18:27 see stats
By Veisscol the Skeleton Bulwark level 30
52nd Dusk 123rd year of Ascendancy at 05:22 see stats
By Veisscol the Skeleton Bulwark level 40
35th Dusk 124th year of Ascendancy at 09:28 see stats
By Veisscol the Skeleton Bulwark level 50
63rd Haze 124th year of Ascendancy at 15:18 see stats
By Veisscol the Skeleton Bulwark level 33
45th Haze 123rd year of Ascendancy at 14:57 see stats
By Veisscol the Skeleton Bulwark level 49
62nd Haze 124th year of Ascendancy at 02:30 see stats
By Veisscol the Skeleton Bulwark level 21
72nd Haze 122nd year of Ascendancy at 07:10 see stats
By Veisscol the Skeleton Bulwark level 50
65th Haze 125th year of Ascendancy at 01:02 see stats
By Veisscol the Skeleton Bulwark level 28
7th Dusk 123rd year of Ascendancy at 19:23 see stats
By Veisscol the Skeleton Bulwark level 40
40th Dusk 124th year of Ascendancy at 09:57 see stats
By Veisscol the Skeleton Bulwark level 28
6th Dusk 123rd year of Ascendancy at 17:24 see stats
By Veisscol the Skeleton Bulwark level 35
65th Regrowth 124th year of Ascendancy at 02:43 see stats
By Veisscol the Skeleton Bulwark level 50
65th Haze 125th year of Ascendancy at 01:02 see stats
By Veisscol the Skeleton Bulwark level 20
28th Haze 122nd year of Ascendancy at 07:19 see stats
By Veisscol the Skeleton Bulwark level 47
24th Haze 124th year of Ascendancy at 10:52 see stats
By Veisscol the Skeleton Bulwark level 50
65th Regrowth 125th year of Ascendancy at 06:11 see stats
By Veisscol the Skeleton Bulwark level 12
21st Dusk 122nd year of Ascendancy at 18:27 see stats
By Veisscol the Skeleton Bulwark level 50
16th Pyre 125th year of Ascendancy at 03:26 see stats
By Veisscol the Skeleton Bulwark level 50
37th Regrowth 125th year of Ascendancy at 10:19 see stats
By Veisscol the Skeleton Bulwark level 29
49th Dusk 123rd year of Ascendancy at 15:48 see stats
By Veisscol the Skeleton Bulwark level 15
38th Dusk 122nd year of Ascendancy at 16:32 see stats
By Veisscol the Skeleton Bulwark level 31
71st Dusk 123rd year of Ascendancy at 13:04 see stats
By Veisscol the Skeleton Bulwark level 49
63rd Haze 124th year of Ascendancy at 14:10 see stats
Log
Bleeding from Veisscol hits Elandar for 128 physical damage.
Elandar casts Rune: Shielding.
A shield forms around Elandar.
Talent Assault is ready to use.
Wretchling's acid area effect hits Veisscol for (11 blocked), 0 acid (0 total damage).
Veisscol no longer feels strong.
Xaren misses Veisscol.
Wretchling's acid area effect hits Xaren for 33 acid damage.
Wretchling's acid area effect hits Veisscol for 11 acid damage.
Ran for 3 turns (stop reason: hostile spotted to the southwest (xaren)).
Veisscol performs a melee critical strike against Xaren!
You collect a new ingredient: xorn fragment (1).
Veisscol prepares for the next kill!
Veisscol steals life from Xaren!
Greater Weapon Focus from Veisscol hits Xaren for 109 blight, 160 physical, 10 fire (278 total damage).
Veisscol hits Xaren for 171 blight, 251 physical, 10 fire, 22 acid (453 total damage).
Veisscol killed Xaren!
Wretchling's acid area effect hits Veisscol for 11 acid damage.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
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: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Saving done.
Saving game...