














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Possessor Bonus Class 1.7.4Donators/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. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 1623% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 86.272733630532 (base 60) |
Dexterity | 64.545467261063 (base 32) |
Constitution | 29.545467261063 (base 15) |
Magic | 25.272733630532 (base 14) |
Willpower | 117.54546726106 (base 60) |
Cunning | 121.43076379008 (base 64) |
Resources
Life | 2116/2116 |
Hate | 4/120 |
Equilibrium | 48 |
Psi | 224/224 |
Healing Factor | 0.57378446802532 |
Regeneration | 9.960608263316 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +197.24897638999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11.160696125856 |
See Stealth | 18 |
See Invisible | 35.545467261063 |
Offense: Mainhand
Damage | 171 |
Accuracy | 76 |
Crit Chance | 46% |
APR | 123 |
Speed | 1.00 |
Offense: Offhand
Damage | 187 |
Accuracy | 76 |
Crit Chance | 46% |
APR | 102 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 114 |
Crit Chance | 83% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +35% |
Lightning | +46% |
Light | +19% |
Nature | +64% |
Blight | +31% |
Physical | +17% |
Mind | +156% |
All | +7% |
Offense: Damage Penetration
Light | +34% |
Nature | +45% |
Fire | +33% |
Arcane | +10% |
Mind | +60% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.044714300745 (53.292302510663%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 51 |
Mental Save | 61 |
Defense: Resistances
Acid | + 48%( 70%) |
Physical | + 56%( 73%) |
Mind | + 70%( 70%) |
All | + 40%( 70%) |
Darkness | + 54%( 80%) |
Light | + 49%( 70%) |
Temporal | + 48%( 70%) |
Lightning | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 43% |
Stun Resistance | 100% |
Poison Resistance | 70% |
Knockback Resistance | 11% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 750 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 331 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Psiblades |
talent | Skate |
talent | Gloom |
talent | Surge |
talent | Stalk |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.3)Penalty : Fractured Sanity: -8% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 53% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey22% Received damage reduction against: - Human - Shalore |
beneficial effect | Stalking High Sun Paladin Aeryn. Bonus level 1: +22 accuracy, +9% melee damage, +0.50 hate/turn prey was hit. Stalking 20049/20049 +1 |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 179 mind and 94 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 317 Mind damage, and deal 167 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% if the increase would be enough to kill your opponent. |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
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 talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Ivildaseda the ghoul. Escort: lost warrior (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Shrouds Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 T5 arrow ammo [Ego++] Master Power 189% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +47.0% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature +12% light +27% mind Res.pen +30% mind +34% light ----- def ----- Resists +12% lightning +18% mind +27% nature Mind.save +15 (+4 eff.) ---------- misc Light +5 See.Stealth +18 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | ![]() 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 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 142% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Curse of Corpses Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 228.98 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. |
Tool | ![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +20% mind +24% blight ----- def ----- Resists +5% physical +6% temporal +6% darkness +20% mind Crit.chn- 15.00% Poison- +20% Cut- +20% Confus- +20% Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% lightning +32% mind On Hit (Melee): * 21% chance to reduce all saves and defense by 54 ----- def ----- Resists +6% lightning +15% mind Mind.save +13 (+3 eff.) Confus- +40% ---------- misc Light +3 Curse of Nightmares Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +10 Dex +10 Wil dps ---------- Mind.crit +5% Crit.mult +26.61% Dmg.mod +18% lightning ----- def ----- Resists +12% acid +15% light +18% fire +21% nature +18% lightning ---------- misc Psi/ret +0.44 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 114% Range: 1.1x Uses 99% Wil, 59% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +104 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +20 (+3 eff.) Melee+ 15 mind 15 darkness Dmg.mod +10% mind +18% darkness Res.pen +33% fire Acc +35 (+9 eff.) Apr +4 Melee Ret 10 cold On Hit (Melee): * 26% chance to reduce damage dealt by 43% ----- def ----- Armour +21 Defense +35 (+8 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Phys.crit +3.0% Mind.crit +2% Crit.mult +20.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Max.HP +54.00 Curse of Shrouds A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 111% Range: 1.1x Uses 99% Wil, 59% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% Melee+ +8 arcane While equipped: Stats +12 Cun dps ---------- Mind.crit +6% Crit.mult +45.00% Spell.pwr +5 (+0 eff.) Mind.pwr +30 (+5 eff.) Dmg.mod +24% mind Res.pen +10% mind +10% arcane Phasing +10% ----- def ----- Resists +9% mind Dmg.Resnn +25% ---------- misc Psi/ret +2.10 Mana/s.crit +1.00 Psi/m.crit +4.00 Max.vim +20.00 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Curse of Madness Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +24% mind Res.pen +20% mind ----- def ----- Resists +9% physical +6% temporal +15% all Spell.save +18 (+6 eff.) Disease- +21% Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/turn +1.00 Max.psi +26.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 283 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 714 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Wil +2 Con dps ---------- Phys.pwr +9 (+1 eff.) Mind.pwr +15 (+3 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Crit.chn- 15.00% Phys.save +6 (+3 eff.) Mind.save +9 (+2 eff.) Die.at -40.00 life Max.HP +60.00 Confus- +16% ---------- misc Masteries +0.36 Wild-gift/Fungus Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +8 Str +8 Dex +11 Wil dps ---------- Crit.mult +20.00% Mind.pwr +30 (+5 eff.) ----- def ----- Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.20 Max.psi +40.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (121). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Mind.save +15 (+4 eff.) Heal.mod +30% Cut- +80% Confus- +18% Heal: Puts all charms on 35 cooldown Level 2.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 590 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +12 (+3 eff.) Res.Cap +7% all Phys.save +25 (+11 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +10% lightning Acc +24 (+6 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Resists +20% lightning Mind.save +8 (+2 eff.) Die.at -40.00 life Curse of Shrouds Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+18 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Psionic While equipped: Stats +13 Cun +14 Wil dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 22 physical Ranged+ 23 physical Dmg.mod +15% darkness Res.pen +10% physical Melee Ret 4 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 54 On Hit (Ranged): * 14% chance to reduce all saves and defense by 54 ----- def ----- Armour +4 Mind.save +14 (+4 eff.) ---------- misc Stam/turn +3.00 Hate/m.crit +2.00 Max.hate +12.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Nightmares 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 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight Res.pen +25% acid ----- def ----- Defense +41 (+9 eff.) Resists +15% acid +30% fire +7% arcane +15% blight Mind.save +24 (+6 eff.) Max.HP +136.01 Blind- +50% ---------- misc Infravis +6 See.Stealth +24 See.Invis +25 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +11 (+2 eff.) Mov.spd +18% Acc +9 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Curse of Misfortune Blinding Speed: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Arcane Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 cold On Crit.r2 +16 cold While equipped: dps ---------- Dmg.mod +41% cold +33% arcane +15% fire Melee Ret 14 arcane ----- def ----- Resists +7% arcane Curse of Corpses Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 lightning +32 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +35.00% Mov.spd +50% Res.pen +21% lightning +25% cold Apr +15 Curse of Shrouds Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 168% Range: 1.5x Uses 70% Wil, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +17 mind On Hit: * 17% chance to reduce all saves and defense by 54 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% physical Res.pen +15% mind +7% all Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +12 Resists +6% darkness ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Misfortune A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Shrouds This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault Curse of Corpses A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 174% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature On Crit.r2 +126 fire While equipped: dps ---------- All.spd +14% Res.pen +35% fire Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 190% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +28 fire Curse of Misfortune Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +34 (+9 eff.) Curse of Nightmares Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +11 Str +12 Dex dps ---------- Phys.pwr +23 (+4 eff.) Res.pen +15% physical Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 170% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +15% physical Acc +25 (+7 eff.) Apr +12 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% Curse of Madness This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 122% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.4% Mind.crit +5% Phys.pwr +15 (+3 eff.) Mind.pwr +10 (+2 eff.) Melee+ 15 mind 15 darkness Dmg.mod +9% mind +8% darkness +9% light Acc +32 (+8 eff.) On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Armour +12 ---------- misc Max.stam +31.61 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) All.spd +10% Melee+ 20 fire Dmg.mod +17% fire Res.pen +20% fire ----- def ----- Resists +20% fire ---------- misc Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: dps ---------- Phys.crit +15.0% Curse of Misfortune One-handed war axes. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Dex, 90% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning Curse of Shrouds This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +2 Dex +11 Wil +2 Cun dps ---------- Melee Ret 6 fire ----- def ----- Armour +10 Defense +15 (+4 eff.) Resists +15% fire +15% cold Phys.save +25 (+11 eff.) Mind.save +12 (+3 eff.) Max.HP +110.00 ---------- misc Infravis +3 See.Invis +6 Curse of Nightmares A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Corpses The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +3 Dex +3 Cun dps ---------- Crit.mult +23.41% Mind.pwr +35 (+6 eff.) Dmg.mod +12% mind Res.pen +29% darkness +20% physical ----- def ----- Armour +6 Defense +37 (+8 eff.) Resists +27% cold Curse of Madness 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] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +9% nature +21% cold Res.pen +20% fire Acc +10 (+3 eff.) Apr +8 ----- def ----- Defense +17 (+4 eff.) Resists +12% fire Phys.save +7 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag +6 Cun +2 Con dps ---------- Crit.mult +29.00% Dmg.mod +6% darkness Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness Stealth +8 ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Curse of Madness 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 [Ego] Arcane/Master While equipped: ----- def ----- Defense +18 (+4 eff.) Phys.save +14 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+3 eff.) Curse of Madness 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 [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +9% fire +10% lightning +10% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Cun +3 Wil dps ---------- Phys.crit +3.0% Spell.crit +10% Spell.pwr +24 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +21% acid +16% darkness +21% light +20% all Melee Ret 6 mind ----- def ----- Resists +31% acid +2% physical +15% all ---------- misc Psi/ret +0.16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +10 Mag dps ---------- Dmg.mod +30% blight +27% temporal +27% physical Res.pen +12% temporal +12% physical ----- def ----- Resists +30% blight +15% all Anom.red +16 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Cun dps ---------- Crit.mult +20.00% Res.pen +20% arcane +25% mind Melee Ret 8 arcane ----- def ----- Armour +11 Fatigue +4% ---------- misc Mana/turn +0.12 Infravis +3 Curse of Nightmares 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 +15 Dex ----- def ----- Armour +5 Defense +13 (+3 eff.) Fatigue +4% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -10% Max.HP +56.00 ---------- misc Stam/turn +2.20 Max.stam +40.00 Curse of Corpses A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +13% Mind.crit +12% Crit.mult +12.00% ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 147% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +17.0% Atk.spd 83% On Crit: 20% Cripple 5 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +11% Mind.pwr +34 (+6 eff.) Dmg.mod +15% acid +13% lightning +20% mind +9% cold +12% arcane +15% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 54 ----- def ----- Defense +3 (+1 eff.) Resists +16% mind Phys.save +13 (+6 eff.) Mind.save +15 (+4 eff.) ---------- misc Psi/turn +0.40 Hate/m.crit +2.00 Max.psi +38.00 Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% cold +15% fire +15% lightning Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Curse of Nightmares Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +17 Cun +22 Wil dps ---------- Mind.crit +13% Mind.pwr +6 (+1 eff.) Dmg.mod +18% physical ----- def ----- Defense +3 (+1 eff.) Resists +9% temporal +18% physical Spell.save +12 (+4 eff.) Mind.save +36 (+9 eff.) ---------- misc Psi/ret +0.16 Curse of Misfortune Hateful Whisper: Puts all charms on 15 cooldown Level 6.6 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 1258 Mind damage and spreads amongst your foes, dealing damage and feeding you 6.1 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 39% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Res.pen +10% mind Acc +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +7% blight Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +12% temporal +14% light +14% physical +15% mind +15% darkness Res.pen +15% mind Melee Ret 6 mind ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +0.38 Max.hate +4.00 Curse of Madness A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +11 Str +6 Wil +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +20% mind ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +3% temporal +6% light +15% cold +6% nature +6% mind Mind.save +11 (+3 eff.) ---------- misc Light +2 Breathe water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +12 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +25% cold +13% physical Phys.save +15 (+7 eff.) ---------- misc Breathe water Curse of Madness A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +16 Str +9 Dex +9 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) Curse of Corpses This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +10 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +36 (+8 eff.) Fatigue +8% Curse of Madness A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% blight +30% fire +30% darkness ---------- misc Light +2 Curse of Nightmares A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Ego+] Nature Power 166% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 25 On Hit: * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) 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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +29% Confus- +15% ---------- misc Light +8 See.Stealth +10 See.Invis +8 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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: 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 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 48 On Hit: * 20% chance to create vines that bind the target to the ground dealing 384 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 white gem [Plot Item] 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 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By hhlhll the Krog Cursed level 44
27th Pyre 123rd year of Ascendancy at 22:45 see stats
By hhlhll the Krog Cursed level 34
26th Regrowth 123rd year of Ascendancy at 07:09 see stats
By hhlhll the Krog Cursed level 46
52nd Pyre 123rd year of Ascendancy at 13:43 see stats
By hhlhll the Krog Cursed level 34
22nd Regrowth 123rd year of Ascendancy at 16:22 see stats
By hhlhll the Krog Cursed level 23
76th Haze 122nd year of Ascendancy at 09:25 see stats
By hhlhll the Krog Cursed level 38
40th Regrowth 123rd year of Ascendancy at 06:24 see stats
By hhlhll the Krog Cursed level 38
34th Regrowth 123rd year of Ascendancy at 15:16 see stats
By hhlhll the Krog Cursed level 50
9th Dusk 123rd year of Ascendancy at 04:13 see stats
By hhlhll the Krog Cursed level 44
30th Pyre 123rd year of Ascendancy at 01:42 see stats
By hhlhll the Krog Cursed level 36
31st Regrowth 123rd year of Ascendancy at 02:01 see stats
By hhlhll the Krog Cursed level 33
17th Regrowth 123rd year of Ascendancy at 09:29 see stats
By hhlhll the Krog Cursed level 50
10th Dusk 123rd year of Ascendancy at 02:34 see stats
By hhlhll the Krog Cursed level 22
64th Haze 122nd year of Ascendancy at 08:35 see stats
By hhlhll the Krog Cursed level 33
19th Regrowth 123rd year of Ascendancy at 06:42 see stats
By hhlhll the Krog Cursed level 32
14th Regrowth 123rd year of Ascendancy at 14:06 see stats
By hhlhll the Krog Cursed level 50
6th Dusk 123rd year of Ascendancy at 20:53 see stats
By hhlhll the Krog Cursed level 40
40th Regrowth 123rd year of Ascendancy at 14:51 see stats
By hhlhll the Krog Cursed level 10
68th Dusk 122nd year of Ascendancy at 12:17 see stats
By hhlhll the Krog Cursed level 20
38th Haze 122nd year of Ascendancy at 17:34 see stats
By hhlhll the Krog Cursed level 30
11st Regrowth 123rd year of Ascendancy at 10:58 see stats
By hhlhll the Krog Cursed level 40
40th Regrowth 123rd year of Ascendancy at 11:22 see stats
By hhlhll the Krog Cursed level 50
71st Pyre 123rd year of Ascendancy at 09:22 see stats
By hhlhll the Krog Cursed level 50
6th Dusk 123rd year of Ascendancy at 05:06 see stats
By hhlhll the Krog Cursed level 44
37th Pyre 123rd year of Ascendancy at 08:26 see stats
By hhlhll the Krog Cursed level 48
63rd Pyre 123rd year of Ascendancy at 20:28 see stats
By hhlhll the Krog Cursed level 41
57th Regrowth 123rd year of Ascendancy at 00:33 see stats
By hhlhll the Krog Cursed level 26
2nd Decay 122nd year of Ascendancy at 10:25 see stats
By hhlhll the Krog Cursed level 37
31st Regrowth 123rd year of Ascendancy at 05:27 see stats
By hhlhll the Krog Cursed level 50
10th Dusk 123rd year of Ascendancy at 02:32 see stats
By hhlhll the Krog Cursed level 7
78th Pyre 122nd year of Ascendancy at 07:53 see stats
By hhlhll the Krog Cursed level 50
6th Dusk 123rd year of Ascendancy at 01:34 see stats
By hhlhll the Krog Cursed level 26
2nd Decay 122nd year of Ascendancy at 15:03 see stats
By hhlhll the Krog Cursed level 50
10th Dusk 123rd year of Ascendancy at 02:34 see stats
By hhlhll the Krog Cursed level 50
76th Pyre 123rd year of Ascendancy at 15:19 see stats
By hhlhll the Krog Cursed level 41
64th Regrowth 123rd year of Ascendancy at 21:03 see stats
By hhlhll the Krog Cursed level 23
64th Haze 122nd year of Ascendancy at 22:33 see stats
By hhlhll the Krog Cursed level 18
28th Haze 122nd year of Ascendancy at 20:41 see stats
By hhlhll the Krog Cursed level 34
22nd Regrowth 123rd year of Ascendancy at 08:26 see stats
Log
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn's solar fury subsides.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn uses Infusion: Regeneration.
High Sun Paladin Aeryn starts regenerating health quickly.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn is filled with the Sun's fury!
High Sun Paladin Aeryn receives 1377 healing.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn's solar fury subsides.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
Saving done.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn stops regenerating health quickly.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
High Sun Paladin Aeryn is no longer being stalked by hhlhll.