Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 5403% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 136 (base 62) |
Dexterity | 114 (base 63) |
Constitution | 128 (base 60) |
Magic | 27 (base 13) |
Willpower | 99 (base 35) |
Cunning | 80 (base 13) |
Resources
Psi | 229/229 |
Life | 3125/3125 |
Steam | 16/100 |
Stamina | 430/430 |
Equilibrium | 30 |
Healing Factor | 1.7954354096251 |
Regeneration | 28.709826952504 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 41.029297776136 |
See Invisible | 44.029297776136 |
Offense: Mainhand
Damage | 217 |
Accuracy | 72 |
Crit Chance | 83% |
APR | 76 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.6666666666667 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Physical | +118% |
Mind | +24% |
All | +9% |
Darkness | +63% |
Light | +45% |
Temporal | +15% |
Fire | +34% |
Nature | +34% |
Offense: Damage Penetration
Acid | +20% |
Physical | +54% |
Mind | +10% |
All | 0% |
Darkness | +40% |
Light | +10% |
Temporal | +26% |
Fire | +20% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 118.05110678254 (100%) |
Defense | 86 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 106 |
Spell Save | 108 |
Mental Save | 89 |
Defense: Resistances
Acid | + 69%( 77%) |
Blight | + 60%( 77%) |
Arcane | + 59%( 77%) |
Cold | + 51%( 77%) |
All | + 51%( 77%) |
Physical | + 73%( 77%) |
Lightning | + 66%( 77%) |
Light | + 62%( 77%) |
Temporal | + 54%( 77%) |
Mind | + 57%( 77%) |
Darkness | + 58%( 77%) |
Fire | + 65%( 77%) |
Nature | + 64%( 77%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 25% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 79% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 44% for 2 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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1011 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1011 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 799 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1094% 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 Strength stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.60 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Antimagic Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by Poruma the degenerated skeleton warrior. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)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 Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 251. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. 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 brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Glorymira the pair of voratun boots (16 def, 5 armour) Glorymira the pair of voratun boots (16 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +12 Dex +8 Con dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Dmg.mod +10% physical Apr +11 On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Armour +5 Defense +16 (+3 eff.) Fatigue +4% Resists +6% blight +5% arcane Crit.chn- 10.00% Phys.save +15 (+2 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc See.Invis +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Guna Guna1.0 T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- On Hit (Melee): * 21% chance to slow global speed by 68% ----- def ----- Defense +13 (+3 eff.) Resists +12% acid +5% arcane +12% nature +3% all Phys.save +20 (+3 eff.) Spell.save +38 (+7 eff.) Mind.save +18 (+3 eff.) Max.HP +80.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Bloomvice the drakeskin leather cap (8 def, 13 armour) Bloomvice the drakeskin leather cap (8 def, 13 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +8 Str dps ---------- Dmg.mod +15% acid Res.pen +20% nature +20% acid On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +13 Defense +8 (+2 eff.) Fatigue +5% Resists +24% acid +15% nature +6% all Phys.save +15 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +15 (+3 eff.) Max.HP +107.00 Heal.mod +20% A cap made of leather. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour) 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 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 142% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str 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. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 186.39 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 | voratun pickaxe 'Ulelin' (dig speed 24 turns) voratun pickaxe 'Ulelin' (dig speed 24 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Dmg.mod +6% temporal Res.pen +26% temporal Apr +7 ----- def ----- Resists +5% arcane Phys.save +30 (+5 eff.) Spell.save +43 (+8 eff.) Mind.save +19 (+4 eff.) Max.HP +163.00 HP.reg +4.21 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Duraroddafang the voratun ring Duraroddafang the voratun ring0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +16 Str +2 Wil +4 Cun +20 Con dps ---------- Mind.crit +2% Phys.pwr +28 (+6 eff.) Mind.pwr +25 (+6 eff.) ----- def ----- Phys.save +16 (+3 eff.) Spell.save +16 (+3 eff.) Mind.save +21 (+4 eff.) ---------- misc Hate/m.crit +4.00 Max.psi +20.00 Rings make your fingers look great! |
Around neck | Yaralethad the voratun amulet Yaralethad the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+2 eff.) Resists +15% physical Res.Cap +7% all Crit.chn- 10.00% Phys.save +45 (+7 eff.) Spell.save +25 (+5 eff.) Mind.save +24 (+5 eff.) ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | Brightbutcher the voratun mace (157% power, 26 apr) Brightbutcher the voratun mace (157% power, 26 apr) 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +26 Crit +23.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +15 Con +15 Wil dps ---------- Phys.crit +25.0% Phys.pwr +14 (+3 eff.) Dmg.mod +21% light Apr +3 ----- def ----- Resists +3% light Die.at -40.00 life Max.HP +77.00 ---------- misc Stam/turn +3.06 Max.stam +10.00 Blunt and deadly. |
Around waist | drakeskin leather belt 'Kilnglean' drakeskin leather belt 'Kilnglean' 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +7 Wil +7 Cun dps ---------- Dmg.mod +16% physical +15% fire Res.pen +18% physical +10% fire ----- def ----- Fatigue -20% Resists +6% temporal +12% fire Phys.save +18 (+3 eff.) Spell.save +18 (+3 eff.) Mind.save +17 (+3 eff.) Max.HP +51.00 ---------- misc Max.enc +50 A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 164% power, 260 block) Summertide (17 def, 15 armour, 164% power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 164% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+3 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+3 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 92.41 to 115.52 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | elven-silk cloak 'Polythra' (3 def, 0 armour) elven-silk cloak 'Polythra' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +11 Str +4 Dex +5 Mag +4 Cun +10 Con dps ---------- Crit.mult +26.00% Acc +12 (+3 eff.) Apr +14 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Phys.save +11 (+2 eff.) Spell.save +11 (+2 eff.) Stealth +15 Max.HP +110.00 Stun/Frz- +50% ---------- misc Stam/turn +1.20 Vim/s.crit +2.00 Infravis +3 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. |
Main armor | Glerianne the elven-silk robe (20 def, 5 armour) Glerianne the elven-silk robe (20 def, 5 armour) 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Con dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Dmg.mod +54% darkness +83% physical Res.pen +40% darkness +36% physical ----- def ----- Armour +5 Hardiness +20% Defense +20 (+4 eff.) Fatigue +1% Resists +12% blight +6% fire +30% physical +15% all Crit.chn- 10.00% Cut- +20% ---------- misc Max.hate +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 156% / cooldown 55%) medical injector implant (efficiency 156% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 218% / cooldown 54%) medical injector implant of the warrior (efficiency 218% / cooldown 54%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 218% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 327; cd 13) healing infusion of the warrior (heal 327; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
5 schematic: Acid Groove 5 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell 4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Corrosive Shell 6 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge 3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery Salve 5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Focus Lens 7 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web 4 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp 3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator 4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Moss Tread 6 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve 4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor Edge 5 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell 4 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree 2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell 2 schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Steamgun 8 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell 3 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Viral Injector 7 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Needlegun 4 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry 4 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve 3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Winterchill Edge 8 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 T4 amulet jewelry [Unique] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Armour +4 Resists +4% all Amulets make your neck look great! |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+3 eff.) Mind.save +18 (+3 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 6.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 876.58 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Skyrage Skyrage0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck dps ---------- Dmg.mod +6% mind +9% cold Res.pen +20% lightning +15% cold +15% mind Acc +19 (+5 eff.) Melee Ret 6 cold ----- def ----- Defense +13 (+3 eff.) Fatigue -9% Resists +6% lightning +9% mind Unseen.red 20% HP.reg +5.00 Blind- +39% ---------- misc Infravis +10 Sight +2 See.Invis +13 Amulets make your neck look great! |
Strikeshaper the voratun amulet Strikeshaper the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +9% arcane +9% mind Res.pen +10% lightning +25% mind +5% arcane Acc +8 (+2 eff.) Apr +19 ----- def ----- Armour +6 Defense +9 (+2 eff.) Resists +9% mind +29% fire +7% arcane +30% cold Res.Cap +7% all Phys.save +24 (+4 eff.) Amulets make your neck look great! |
voratun amulet voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Wheel of Fate Wheel of Fate0.1 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? |
Pitcharc Pitcharc0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +5 Dex +5 Cun +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 39 ----- def ----- Armour +8 Spell.save +12 (+2 eff.) ---------- misc Max.stam +28.00 Rings make your fingers look great! |
gold ring 'Tempesthunger' gold ring 'Tempesthunger'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +15% arcane +6% physical ----- def ----- Defense +10 (+2 eff.) Resists +12% lightning Max.HP +34.00 Disarm- +38% Pinning- +38% Knockbk- +38% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Bokilethad Bokilethad0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +18 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +25% blight Melee Ret 6 mind 4 blight On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Phys.save +20 (+3 eff.) Mind.save +9 (+2 eff.) Max.HP +88.00 HP.reg +17.00 Heal.mod +20% ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
Gloryra the voratun ring Gloryra the voratun ring0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +8 Wil +10 Con dps ---------- Mind.crit +3% Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Dmg.mod +3% mind Acc +17 (+4 eff.) Apr +17 Melee Ret 6 mind ----- def ----- Defense +17 (+4 eff.) Resists +3% mind Crit.chn- 19.73% Mind.save +16 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
Unrotir the ash magestaff (111% power, 3 apr, cold element) Unrotir the ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Con dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Melee+ 15 fire Dmg.mod +15% cold Res.pen +5% physical Acc +10 (+3 eff.) ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Mana/turn +0.13 Max.mana +50.00 See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)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 (+7 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." |
Geturim the Shockpyre (154% power, 6 apr) Geturim the Shockpyre (154% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +21 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Phys.crit +15.0% Crit.mult +34.00% Dmg.mod +3% mind Res.pen +5% lightning Apr +14 Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +3% light +9% darkness Blunt and deadly. |
Shiversear the voratun mace (173% power, 6 apr) Shiversear the voratun mace (173% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 173% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 nature While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +12% cold Res.pen +5% cold Acc +16 (+4 eff.) Melee Ret 4 acid On Hit (Melee): * 25% chance to reduce armor by 13% ----- def ----- Resists +9% light +9% nature Spell.save +6 (+1 eff.) Blunt and deadly. |
Ureslak's Eldritch Femur (164% power, 25 apr) Ureslak's Eldritch Femur (164% power, 25 apr) 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Arcane Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Crit +22.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- Dmg.mod +30% arcane +12% all Res.pen +30% arcane ----- def ----- Resists +45% arcane A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block) Temporal Rift (8 def, 4 armour, 161% power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 162% Range: 1.2x Uses 20% Mag, 100% Str Dmg Temporal Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+4 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 161% power, 280 block) Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+4 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
voratun shield 'Bular' (0 def, 28 armour, 173% power, 255.31879964288 block) voratun shield 'Bular' (0 def, 28 armour, 173% power, 255.31879964288 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 173% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +255 Melee+ +12 physical While equipped: Stats +10 Str +3 Con dps ---------- Res.pen +20% temporal ----- def ----- Armour +28 Fatigue +8% Resists +25% acid +18% temporal Phys.save +15 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Veloth (3 def, 4 armour) Veloth (3 def, 4 armour)2.0 T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Mag +6 Wil dps ---------- Dmg.mod +12% lightning +21% physical +15% cold +19% nature +9% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +7% lightning +12% blight +9% cold +28% nature +13% all Phys.save +23 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Malegar' (0 def, 0 armour) silk robe 'Malegar' (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +4 Wil dps ---------- Spell.crit +14% Spell.pwr +37 (+6 eff.) S.pwr/crit +8 Dmg.mod +12% darkness +6% blight ----- def ----- Resists +18% darkness +13% all ---------- misc Mana/turn +0.53 Max.mana +111.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Halirin (0 def, 0 armour) Halirin (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +14.00% Dmg.mod +24% lightning ----- def ----- Resists +36% lightning +2% physical +5% blight +6% mind +15% all Spell.save +9 (+2 eff.) Die.at -60.00 life Max.HP +54.00 HP.reg +2.20 Heal.mod +29% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hyrahek the elven-silk robe (14 def, 12 armour) Hyrahek the elven-silk robe (14 def, 12 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +20 Mag dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +60% light +6% temporal +35% mind +3% arcane Res.pen +10% temporal Melee Ret 4 blight ----- def ----- Armour +12 Defense +14 (+3 eff.) Resists +27% light +29% mind +30% darkness +15% all Max.HP +140.00 ---------- misc Mana/turn +0.16 Light +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Brandsting' (0 def, 0 armour) elven-silk robe 'Brandsting' (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +9% Spell.pwr +8 (+1 eff.) Dmg.mod +9% lightning +30% temporal +54% darkness +12% cold +30% light Melee Ret 4 cold ----- def ----- Resists +6% lightning +30% temporal +39% darkness +21% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eleth Eleth1.0 T3 belt armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str +1 Dex +5 Wil +5 Cun dps ---------- Against +24% Summoned Apr +1 On Hit (Melee): * 10% chance to reduce all saves and defense by 39 ----- def ----- Resists +15% acid +7% blight +7% fire +7% cold +7% lightning D.Red.from +27% Summoned ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Galeruirim the drakeskin leather belt Galeruirim the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +5% lightning +8% temporal +20% light HP.reg +1.10 Heal.mod +14% ---------- misc Hate/m.crit +3.00 A belt that goes around your waist. |
Girdle of Preservation Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+2 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
drakeskin leather belt 'Anuregolin' drakeskin leather belt 'Anuregolin'1.0 T5 belt armor [Rare] Nature While equipped: Stats +12 Str +7 Dex +7 Wil +9 Cun +7 Con dps ---------- Dmg.mod +9% mind +12% acid On Hit (Melee): * 21% chance to reduce armor by 13% ----- def ----- Resists +15% mind Phys.save +18 (+3 eff.) Spell.save +19 (+4 eff.) Mind.save +19 (+4 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour) 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +50% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun/Frz- +50% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
pair of drakeskin leather boots 'Borogas' (26 def, 7 armour) pair of drakeskin leather boots 'Borogas' (26 def, 7 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +20 Dex +5 Cun +4 Con +15 Lck dps ---------- Crit.mult +20.20% ----- def ----- Armour +7 Defense +26 (+5 eff.) Phys.save +21 (+3 eff.) Mind.save +23 (+4 eff.) Stealth +10 ---------- misc Max.stam +30.30 A pair of boots made of leather. |
pair of drakeskin leather boots 'Erelerek' (0 def, 5 armour) pair of drakeskin leather boots 'Erelerek' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Dex +4 Wil +10 Cun +6 Con +10 Lck ----- def ----- Armour +5 Resists +9% lightning +9% cold +5% arcane +9% nature Phys.save +39 (+6 eff.) Spell.save +12 (+2 eff.) Mind.save +35 (+7 eff.) Stealth +14 ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
Arcpierce (0 def, 3 armour) Arcpierce (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +7 Wil dps ---------- S.pwr/crit +12 Dmg.mod +21% lightning +21% arcane Acc +25 (+6 eff.) Melee Ret 12 blight ----- def ----- Armour +3 ---------- misc Mana/turn +0.28 Unarmed combat: Power 131% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +16.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Glacierbrace' (0 def, 11 armour) drakeskin leather gloves 'Glacierbrace' (0 def, 11 armour)1.0 T4 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 11 physical 40 mind 31 darkness Dmg.mod +10% physical +12% arcane +3% cold Melee Ret 6 arcane On Hit (Melee): * 15% chance to reduce all saves and defense by 39 ----- def ----- Armour +11 Resists +5% arcane +3% cold Mind.save -8 (-2 eff.) HP.reg +5.40 ---------- misc Stam/turn +1.00 Psi/turn +0.40 Unarmed combat: Power 130% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit.r1 +11 physical On Crit.r2 +13 physical On Hit: 10% Reproach 5 On Hit: 10% Sand Breath 5 On Hit: 10% Second Wind 1 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenotar the voratun gauntlets (0 def, 5 armour) Brenotar the voratun gauntlets (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Master/Psionic While equipped: Stats +4 Dex +5 Cun +2 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Acc +32 (+8 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% blight +26% darkness +8% arcane Affinity +6% nature Spell.save +17 (+3 eff.) Die.at -20.00 life ---------- misc Infravis +3 Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 138% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +19 Apr +15 Crit +26.0% Atk.spd 83% Melee+ +13 darkness On Crit: 10% Dominate 5 On Crit: 20% Call of the Ooze 2 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Earurorand the cashmere wizard hat (2 def, 0 armour) Earurorand the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Dmg.mod +13% nature +14% mind Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +10% lightning +8% temporal +19% nature +14% mind ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
Ulfodor the drakeskin leather hat (0 def, 10 armour) Ulfodor the drakeskin leather hat (0 def, 10 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Dex +4 Con dps ---------- Crit.mult +10.00% Res.pen +15% physical On Hit (Melee): * 26 arcane resource burn ----- def ----- Armour +10 Fatigue +5% Resists +14% lightning +15% temporal +32% darkness +6% light ---------- misc Max.stam +20.00 Infravis +12 A hat made of leather. Very stylish. |
Yvutira the drakeskin leather hat (31 def, 5 armour) =water breathing= Yvutira the drakeskin leather hat (31 def, 5 armour) =water breathing=2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +7 Dex +1 Mag +6 Wil +2 Cun dps ---------- Phys.pwr +11 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +5 Defense +31 (+6 eff.) Fatigue +5% Resists +18% cold +15% physical Phys.save +15 (+2 eff.) ---------- misc See.Invis +12 Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1517.8 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Cherek (8 def, 0 armour) Cherek (8 def, 0 armour)2.0 T5 head armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 68% ----- def ----- Defense +8 (+2 eff.) Resists +10% blight +6% nature +12% light Phys.save +10 (+2 eff.) Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Nimbus of Enlightenment (7 def, 0 armour) Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-5 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Dragonskull Helm (0 def, 20 armour) Dragonskull Helm (0 def, 20 armour)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 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+2 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
3 agate 3 agate0.0 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 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. |
8 citrine 8 citrine0.0 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. |
4 zircon 4 zircon0.0 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. |
12 aquamarine 12 aquamarine0.0 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. |
7 opal 7 opal0.0 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
8 amethyst 8 amethyst0.0 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. |
7 onyx 7 onyx0.0 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. |
10 lapis lazuli 10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 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. |
7 garnet 7 garnet0.0 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. |
8 quartz 8 quartz0.0 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. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 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. |
7 turquoise 7 turquoise0.0 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. |
14 ruby 14 ruby0.0 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. |
12 amber 12 amber0.0 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. |
37 bloodstone 37 bloodstone0.0 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. |
25 fire opal 25 fire opal0.0 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. |
22 diamond 22 diamond0.0 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. |
24 moonstone 24 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 pearl 31 pearl0.0 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. |
Pearl of Life and Death Pearl of Life and Death2.0 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. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 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. |
2159 alchemist agate 2159 alchemist agate0.0 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. |
51 alchemist bloodstone 51 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Shockcutter the brass lantern Shockcutter the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +10% lightning ----- def ----- Resists +3% lightning +3% blight Phys.save +6 (+1 eff.) Heal.mod +13% Blind- +10% Stun/Frz- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Turalathabers the Blazemonster Turalathabers the Blazemonster1.0 T5 lite [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +14% mind Melee Ret 6 lightning ----- def ----- Armour +17 Resists +6% darkness +21% fire Phys.save +19 (+3 eff.) Max.HP +60.00 Poison- +21% Disease- +20% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun grip voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Alosta the voratun pickaxe (dig speed 12 turns) Alosta the voratun pickaxe (dig speed 12 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +13 Str +4 Wil dps ---------- Mind.crit +2% Mind.pwr +15 (+4 eff.) ----- def ----- Fatigue -17% Resists +9% blight +9% fire +9% darkness ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's Eye Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 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." |
Bladed Rift Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 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. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Havel the Rock the Dwarf Bulwark level 50
12nd Wealth 124th year of Ascendancy at 05:35 see stats
By Havel the Rock the Dwarf Bulwark level 42
15th Dearth 123rd year of Ascendancy at 06:33 see stats
By Havel the Rock the Dwarf Bulwark level 50
7th Gold 124th year of Ascendancy at 11:02 see stats
By Havel the Rock the Dwarf Bulwark level 41
23rd Wealth 123rd year of Ascendancy at 06:27 see stats
By Havel the Rock the Dwarf Bulwark level 29
31st Steel 123rd year of Ascendancy at 08:17 see stats
By Havel the Rock the Dwarf Bulwark level 46
9th Loss 123rd year of Ascendancy at 16:31 see stats
By Havel the Rock the Dwarf Bulwark level 50
10th Wealth 124th year of Ascendancy at 22:02 see stats
By Havel the Rock the Dwarf Bulwark level 50
1st Gold 124th year of Ascendancy at 13:19 see stats
By Havel the Rock the Dwarf Bulwark level 50
13rd Wealth 124th year of Ascendancy at 13:01 see stats
By Havel the Rock the Dwarf Bulwark level 45
40th Dearth 123rd year of Ascendancy at 06:57 see stats
By Havel the Rock the Dwarf Bulwark level 50
7th Profit 124th year of Ascendancy at 04:28 see stats
By Havel the Rock the Dwarf Bulwark level 9
27th Voratun 122nd year of Ascendancy at 05:02 see stats
By Havel the Rock the Dwarf Bulwark level 44
19th Dearth 123rd year of Ascendancy at 22:47 see stats
By Havel the Rock the Dwarf Bulwark level 50
12nd Wealth 124th year of Ascendancy at 23:30 see stats
By Havel the Rock the Dwarf Bulwark level 31
12nd Gold 123rd year of Ascendancy at 16:54 see stats
By Havel the Rock the Dwarf Bulwark level 33
6th Profit 123rd year of Ascendancy at 09:20 see stats
By Havel the Rock the Dwarf Bulwark level 50
25th Loss 124th year of Ascendancy at 12:33 see stats
By Havel the Rock the Dwarf Bulwark level 50
8th Profit 124th year of Ascendancy at 16:59 see stats
By Havel the Rock the Dwarf Bulwark level 22
29th Shortage 122nd year of Ascendancy at 22:18 see stats
By Havel the Rock the Dwarf Bulwark level 35
36th Profit 123rd year of Ascendancy at 01:43 see stats
By Havel the Rock the Dwarf Bulwark level 30
43rd Steel 123rd year of Ascendancy at 03:38 see stats
By Havel the Rock the Dwarf Bulwark level 50
24th Voratun 124th year of Ascendancy at 21:28 see stats
By Havel the Rock the Dwarf Bulwark level 50
24th Stralite 124th year of Ascendancy at 12:37 see stats
By Havel the Rock the Dwarf Bulwark level 44
30th Dearth 123rd year of Ascendancy at 04:09 see stats
By Havel the Rock the Dwarf Bulwark level 47
9th Loss 123rd year of Ascendancy at 21:39 see stats
By Havel the Rock the Dwarf Bulwark level 50
7th Stralite 124th year of Ascendancy at 07:20 see stats
By Havel the Rock the Dwarf Bulwark level 10
21st Profit 122nd year of Ascendancy at 12:44 see stats
By Havel the Rock the Dwarf Bulwark level 20
17th Shortage 122nd year of Ascendancy at 10:31 see stats
By Havel the Rock the Dwarf Bulwark level 30
42nd Steel 123rd year of Ascendancy at 22:10 see stats
By Havel the Rock the Dwarf Bulwark level 40
20th Wealth 123rd year of Ascendancy at 18:14 see stats
By Havel the Rock the Dwarf Bulwark level 50
21st Iron 124th year of Ascendancy at 12:53 see stats
By Havel the Rock the Dwarf Bulwark level 50
26th Dearth 124th year of Ascendancy at 03:00 see stats
By Havel the Rock the Dwarf Bulwark level 50
23rd Voratun 124th year of Ascendancy at 14:04 see stats
By Havel the Rock the Dwarf Bulwark level 20
21st Shortage 122nd year of Ascendancy at 17:23 see stats
By Havel the Rock the Dwarf Bulwark level 50
8th Stralite 124th year of Ascendancy at 12:12 see stats
By Havel the Rock the Dwarf Bulwark level 48
28th Loss 123rd year of Ascendancy at 15:01 see stats
By Havel the Rock the Dwarf Bulwark level 27
27th Steel 123rd year of Ascendancy at 10:20 see stats
By Havel the Rock the Dwarf Bulwark level 44
37th Dearth 123rd year of Ascendancy at 00:21 see stats
By Havel the Rock the Dwarf Bulwark level 50
8th Profit 124th year of Ascendancy at 16:57 see stats
By Havel the Rock the Dwarf Bulwark level 50
13rd Dearth 124th year of Ascendancy at 11:26 see stats
By Havel the Rock the Dwarf Bulwark level 9
5th Profit 122nd year of Ascendancy at 21:14 see stats
By Havel the Rock the Dwarf Bulwark level 50
22nd Voratun 124th year of Ascendancy at 18:46 see stats
By Havel the Rock the Dwarf Bulwark level 32
23rd Voratun 123rd year of Ascendancy at 14:42 see stats
By Havel the Rock the Dwarf Bulwark level 50
8th Profit 124th year of Ascendancy at 16:59 see stats
By Havel the Rock the Dwarf Bulwark level 50
5th Gold 124th year of Ascendancy at 16:55 see stats
By Havel the Rock the Dwarf Bulwark level 25
25th Iron 123rd year of Ascendancy at 04:03 see stats
By Havel the Rock the Dwarf Bulwark level 49
6th Shortage 123rd year of Ascendancy at 19:00 see stats
By Havel the Rock the Dwarf Bulwark level 24
9th Iron 123rd year of Ascendancy at 02:12 see stats
By Havel the Rock the Dwarf Bulwark level 18
14th Shortage 122nd year of Ascendancy at 11:21 see stats
By Havel the Rock the Dwarf Bulwark level 40
22nd Wealth 123rd year of Ascendancy at 06:04 see stats
By Havel the Rock the Dwarf Bulwark level 50
12nd Wealth 124th year of Ascendancy at 05:36 see stats
Log
Today is the 17th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
Today is the 18th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Today is the 19th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) 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.
Saving game...
Today is the 20th Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
There is a Entrance into Telmur, tower of Telos here (press '' or right click to use).
There is a trapdoor into the necromancer's ruins here (press '' or right click to use).
Today is the 21st Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 22nd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 23rd Shortage of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Saving done.