











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.5This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Embers of Rage 1.5.0Official 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:
Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 41 / 47% |
Size | medium |
Lifes / Deaths | Killed by Nerorawen the orc fighter at level 40 on the 14th Pyre 123rd year of Ascendancy at 07:18 / 1 |
Primary Stats
Strength | 101 (base 66) |
Dexterity | 14 (base 10) |
Constitution | 42 (base 9) |
Magic | 80 (base 60) |
Willpower | 16 (base 7) |
Cunning | 43 (base 42) |
Resources
Life | 1104/1104 |
Mana | 462/462 |
Stamina | 235/235 |
Positive | 70/70 |
Healing Factor | 1.5264150943397 |
Regeneration | 14.119339622642 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 41.773324913269 |
See Invisible | 51.773324913269 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 117 |
Accuracy | 49 |
Crit Chance | 67% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 59 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +7% |
Light | +75% |
Physical | +16% |
Fire | +25% |
Arcane | +12% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 91.967295936804 (76.629213483146%) |
Defense | 45 |
Ranged Defense | 49 |
Fatigue | 16 |
Physical Save | 66 |
Spell Save | 48 |
Mental Save | 32 |
Defense: Resistances
Acid | + 48%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 70%( 70%) |
All | + 13%( 70%) |
Lightning | + 51%( 70%) |
Temporal | + 47%( 70%) |
Physical | + 33%( 70%) |
Mind | + 15%( 70%) |
Fire | + 65%( 70%) |
Darkness | + 69%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 38% |
Confusion Resistance | 11% |
Knockback Resistance | 38% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 144 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 500 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -602 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Retribution |
talent | Secrets of the Eternals |
talent | Chant of Resistance |
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Searing Sight |
talent | Second Life |
talent | Shield of Light |
talent | Defensive Posture |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost anorithil from death by Eliura. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Eliura. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Eliura. Escort: lost warrior (level 3 of Old Forest) | failed |
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 repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Ce'Nidalaith the elder vampire. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Xoba the faeros. Escort: worried loremaster (level 1 of Daikara) | failed |
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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed honey tree root. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +15% acid +3% physical HP.reg +0.80 Blind- +22% Confus- +11% ---------- misc Light +6 See.Stealth +9 See.Invis +7 Track: Puts all charms on 40 cooldown Level 3.3 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +9% Dmg.mod +12% arcane ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Shield.pwr +11% HP.reg +4.20 ---------- misc Vim/s.crit +4.00 Light +3 Infravis +3 Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Armour +6 Resists +9% darkness Stun/Frz- +40% Def/telep +15 Res/telep +15% Dur/telep +15% Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Mag +3 Wil dps ---------- Acc +10 (+3 eff.) Apr +9 Melee Ret 4 arcane ----- def ----- Defense +12 (+4 eff.) Resists +5% arcane Spell.save +10 (+3 eff.) HP.reg +2.00 Stun/Frz- +28% ---------- misc Light +1 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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 can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +20 Str +19 Con dps ---------- Mind.crit +5% Phys.pwr +29 (+5 eff.) Mind.pwr +8 (+4 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -10% Resists +9% temporal Max.HP +100.00 HP.reg +2.00 Heal.mod +30% ---------- misc Max.enc +34 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 7 light 5 darkness Dmg.mod +25% light +7% darkness Res.pen +15% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to blind On Melee Ret: * 8% chance to blind * 6% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Amulets can have magical properties. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 lightning While equipped: Stats +5 Mag +3 Wil dps ---------- Phys.crit +8.0% Spell.crit +7% Crit.mult +11.00% Phys.pwr +12 (+2 eff.) Spell.pwr +27 (+7 eff.) Dmg.mod +25% light Acc +11 (+3 eff.) Melee Ret 12 mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% mind +9% lightning ---------- misc Mana/turn +0.18 Max.mana +112.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +16 (+3 eff.) Acc +6 (+2 eff.) Melee Ret 12 acid ----- def ----- Phys.save +30 (+7 eff.) Max.HP +45.00 ---------- misc Mana/turn +0.20 Mana/s.crit +3.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag dps ---------- Crit.mult +5.00% Spell.pwr +2 (+0 eff.) S.pwr/crit +6 ----- def ----- Armour +19 Defense +32 (+10 eff.) Resists +30% temporal +30% darkness +29% cold Phys.save +40 (+10 eff.) Spell.save +20 (+6 eff.) Mind.save +25 (+11 eff.) Def/telep +30 Res/telep +15% Dur/telep +30% ---------- misc Infravis +3 See.Invis +12 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Crit.mult +10.00% Res.pen +5% mind Melee Ret 20 physical ----- def ----- Armour +26 Defense +9 (+3 eff.) Fatigue +17% Resists +15% acid +15% physical +41% cold +24% lightning +14% fire Phys.save +24 (+6 eff.) Disarm- +38% Stun/Frz- +38% Knockbk- +38% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +10.00 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -937 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Phys.crit +4.0% Dmg.mod +18% physical Melee Ret 20 physical ----- def ----- Armour +6 Resists +3% physical ---------- misc Max.stam +20.00 Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +1 Cun +9 Con dps ---------- Dmg.mod +6% mind Acc +9 (+3 eff.) Apr +12 Melee Ret 8 mind ----- def ----- Defense +10 (+3 eff.) Phys.save +14 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc Max.hate +8.00 Max.psi +10.00 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +2 (+0 eff.) Dmg.mod +10% lightning Phasing +20% Melee Ret 4 darkness ----- def ----- Resists +20% lightning Mind.save +7 (+4 eff.) Confus- +22% ---------- misc Mana/turn +0.04 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.03 cold and 10.48 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 T5 longsword 1H weapon [Rare] Nature Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +21 insidious poison While equipped: Stats +7 Str +3 Cun +3 Con dps ---------- Res.pen +25% nature ---------- misc Light +3 Infravis +3 Sharp, long, and deadly. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Spell.crit +5% Crit.mult +3.00% Phys.pwr +8 (+1 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +30% light Acc +4 (+1 eff.) ----- def ----- Armour +4 Phys.save +20 (+5 eff.) Max.HP +40.00 ---------- misc Stam/turn +0.40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Crit.mult +12.00% Phys.pwr +12 (+2 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +25% lightning +3% darkness Res.pen +5% darkness Acc +13 (+4 eff.) On Hit (Melee): * 11% chance to blind ----- def ----- Defense +11 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 126.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +13% Crit.mult +9.00% Phys.pwr +6 (+1 eff.) Spell.pwr +22 (+5 eff.) Dmg.mod +25% light Acc +5 (+1 eff.) ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 116.93 to 140.32 light damage in a radius 5 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +7 Str +8 Dex +6 Cun +4 Con ----- def ----- Defense +2 (+0 eff.) Spell.save -18 (-6 eff.) ---------- misc Stam/turn +0.80 Mana/turn -0.24 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Con dps ---------- Res.pen +25% darkness ----- def ----- Defense +7 (+2 eff.) Fatigue -8% Resists +6% darkness Crit.dmg- 10.00% Phys.save +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +12% darkness Res.pen +5% darkness ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% darkness +12% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +4% Crit.mult +14.00% Dmg.mod +35% fire Res.pen +15% nature +5% mind ----- def ----- Defense +3 (+1 eff.) Resists +52% fire Mind.save +20 (+9 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) Dmg.mod +15% lightning +8% physical Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% ---------- misc Hate/m.crit +4.00 Max.hate +8.00 Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +1 Cun +4 Con dps ---------- Res.pen +20% arcane ----- def ----- Armour +5 Fatigue -4% Crit.dmg- 15.00% Phys.save +39 (+9 eff.) Mind.save +25 (+11 eff.) HP.reg +5.50 Heal.mod +26% ---------- misc Max.enc +45 See.Invis +3 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid Res.pen +20% light ----- def ----- Armour +1 HP.reg +1.40 ---------- misc Stam/turn +0.60 Max.stam +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 198.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 316.81 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +25% light Melee Ret 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+0 eff.) Resists +16% fire ---------- misc Light +1 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Wil +4 Cun +6 Con dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) S.pwr/crit +6 ----- def ----- Armour +5 Fatigue +5% Resists +16% mind Mind.save +24 (+11 eff.) Confus- +37% ---------- misc Vim/s.crit +4.00 Max.mana +40.00 Max.vim +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +8 Str +7 Dex +3 Mag +6 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Spell.save +20 (+6 eff.) ---------- misc Max.hate +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T1 shield armor [Ego++] Arcane When used to Attack: Power 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 Melee+ +11 light +10 acid While equipped: Stats +2 Mag +6 Con dps ---------- On Melee Ret: * 14% chance to blind * 11% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +11% light +11% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +8 Str +2 Wil dps ---------- Dmg.mod +6% nature ----- def ----- Fatigue -2% Resists +10% nature ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +9 Mag +7 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Light +7 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.2 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 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 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 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% light +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid ---------- misc Light +3 Talents +3 Telekinetic Blast Fire a blast of psionic energies in a range 6 beam dealing 104.50 to 209.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +23.00% ----- def ----- Armour +4 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Spell.save +3 (+1 eff.) ---------- misc Talents +2 Telekinetic Blast Teleport randomly (rad 22) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eliura the Shalore Sun Paladin level 36
55th Regrowth 123rd year of Ascendancy at 22:16 see stats
By Eliura the Shalore Sun Paladin level 36
53rd Regrowth 123rd year of Ascendancy at 20:29 see stats
By Eliura the Shalore Sun Paladin level 30
17th Regrowth 123rd year of Ascendancy at 18:05 see stats
By Eliura the Shalore Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 07:55 see stats
By Eliura the Shalore Sun Paladin level 38
66th Regrowth 123rd year of Ascendancy at 12:26 see stats
By Eliura the Shalore Sun Paladin level 32
34th Regrowth 123rd year of Ascendancy at 23:39 see stats
By Eliura the Shalore Sun Paladin level 24
64th Haze 122nd year of Ascendancy at 02:59 see stats
By Eliura the Shalore Sun Paladin level 20
38th Haze 122nd year of Ascendancy at 13:42 see stats
By Eliura the Shalore Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 14:10 see stats
By Eliura the Shalore Sun Paladin level 20
36th Haze 122nd year of Ascendancy at 11:51 see stats
By Eliura the Shalore Sun Paladin level 30
13rd Regrowth 123rd year of Ascendancy at 19:09 see stats
By Eliura the Shalore Sun Paladin level 40
77th Regrowth 123rd year of Ascendancy at 19:51 see stats
By Eliura the Shalore Sun Paladin level 8
78th Pyre 122nd year of Ascendancy at 03:03 see stats
By Eliura the Shalore Sun Paladin level 18
58th Dusk 122nd year of Ascendancy at 14:06 see stats
By Eliura the Shalore Sun Paladin level 37
66th Regrowth 123rd year of Ascendancy at 03:03 see stats
By Eliura the Shalore Sun Paladin level 32
34th Regrowth 123rd year of Ascendancy at 00:47 see stats
By Eliura the Shalore Sun Paladin level 15
10th Dusk 122nd year of Ascendancy at 15:58 see stats
By Eliura the Shalore Sun Paladin level 38
66th Regrowth 123rd year of Ascendancy at 14:41 see stats
By Eliura the Shalore Sun Paladin level 9
79th Pyre 122nd year of Ascendancy at 21:35 see stats
By Eliura the Shalore Sun Paladin level 11
5th Mirth 122nd year of Ascendancy at 21:06 see stats
By Eliura the Shalore Sun Paladin level 40
21st Pyre 123rd year of Ascendancy at 10:24 see stats
By Eliura the Shalore Sun Paladin level 24
65th Haze 122nd year of Ascendancy at 02:17 see stats
By Eliura the Shalore Sun Paladin level 17
23rd Dusk 122nd year of Ascendancy at 10:51 see stats
By Eliura the Shalore Sun Paladin level 40
14th Pyre 123rd year of Ascendancy at 07:18 see stats
By Eliura the Shalore Sun Paladin level 35
52nd Regrowth 123rd year of Ascendancy at 23:47 see stats
Log
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 17.50 gold from the transmogrification of Lunar Shield (12 def, 7 armour, 45-63 power, 250 block).
You gain 5.57 gold from the transmogrification of clarifying cashmere wizard hat of the Brotherhood (2 def, 0 armour).
You gain 3.50 gold from the transmogrification of potent elven-wood starstaff (32-38.4 power, 5 apr, darkness element).
You gain 4.42 gold from the transmogrification of potent dragonbone magestaff (39-46.8 power, 6 apr, fire element).
You gain 6.13 gold from the transmogrification of balanced voratun greatsword (63-100.8 power, 4 apr).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Eliura deactivates Second Life.
Eliura deactivates Defensive Posture.
Eliura deactivates Shield of Light.
Eliura deactivates Chant of Resistance.
Eliura deactivates Retribution.
Eliura deactivates Weapon of Light.
Eliura deactivates Secrets of the Eternals.
Eliura deactivates Searing Sight.
Eliura deactivates Weapon of Wrath.