











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 44 / 36% |
Size | big |
Lifes / Deaths | Killed by Zubigalaith the elven mage at level 25 on the 42nd Profit 122nd year of Ascendancy at 16:58 0 / 9Killed by Cyrulewen the greater faeros at level 27 on the 14th Wealth 122nd year of Ascendancy at 21:54 Killed by Polibeth the dread at level 30 on the 26th Wealth 122nd year of Ascendancy at 21:55 Killed by Isessra the elven cultist at level 37 on the 14th Iron 123rd year of Ascendancy at 01:07 Killed by Lisith the greater faeros at level 38 on the 14th Iron 123rd year of Ascendancy at 23:45 Killed by Nerykira the orc master assassin at level 39 on the 26th Iron 123rd year of Ascendancy at 18:47 Killed by Yvoldalle the dread at level 40 on the 29th Iron 123rd year of Ascendancy at 05:57 Killed by ghoul at level 44 on the 17th Steel 123rd year of Ascendancy at 14:11 Killed by Bethurera the bone giant at level 44 on the 17th Steel 123rd year of Ascendancy at 21:08 |
Antimagic | Follower |
Primary Stats
Strength | 176 (base 60) |
Dexterity | 32 (base 15) |
Constitution | 57 (base 45) |
Magic | 8 (base 10) |
Willpower | 92 (base 58) |
Cunning | 25 (base 16) |
Resources
Life | -198/1712 |
Stamina | 375/434 |
Equilibrium | 66 |
Healing Factor | 1.715111817684 |
Regeneration | 35.558951174912 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 305 |
Accuracy | 69 |
Crit Chance | 27% |
APR | 29 |
Speed | 0.91 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 75 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Blight | +5% |
Physical | +21% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Fire | +20% |
Light | +5% |
Defense: Base
Armour (hardiness) | 62.405893315305 (87.152589480304%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 54 |
Mental Save | 61 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 34%( 70%) |
All | + 17%( 70%) |
Lightning | + 34%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 24%( 70%) |
Fire | + 34%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (4/4)
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 899% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 658 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 53% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 5 turns. While Heroism is active, you will only die when reaching -932 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 1864 life, 10 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. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.59 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.29 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by giant spider. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by greater faeros. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ivylle the orc warrior. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1236. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +13 Dex dps ---------- Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Armour +11 Defense +13 (+4 eff.) Fatigue +4% Resists +9% lightning +10% temporal ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +6 Wil dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Acc +10 (+2 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +20 Str +7 Con ----- def ----- Armour +5 Fatigue +5% Resists +3% nature +3% acid Crit.chn- 10.00% Heal.mod +15% Disease- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 905.7 Physical damage. If the attack hits, the target is confused (34% 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 cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +18% light Acc +30 (+7 eff.) Melee Ret 8 blight ----- def ----- Armour +4 Defense +30 (+9 eff.) Phys.save +6 (+1 eff.) HP.reg +8.00 Stun/Frz- +36% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +6 Cun +2 Con dps ---------- Res.pen +20% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 41 ----- def ----- Defense +8 (+3 eff.) Resists +12% fire Crit.chn- 15.00% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Melee Ret 4 nature ----- def ----- Defense +5 (+2 eff.) HP.reg +0.90 Heal.mod +12% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 169% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 13% chance to slow global speed by 70% While equipped: Stats +10 Str +6 Dex dps ---------- Phys.spd +10% Dmg.mod +12% physical Res.pen +5% light Acc +44 (+11 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +12% cold Max.HP +60.00 Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +8 Wil dps ---------- Mind.crit +5% Crit.mult +10.00% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Max.hate +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +27 Defense +9 (+3 eff.) Fatigue +22% Resists +8% acid +9% physical +9% cold +12% lightning +9% fire Mind.save +18 (+4 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Acc +8 (+2 eff.) Apr +11 ----- def ----- Defense +2 (+1 eff.) Resists +15% nature +14% blight Stealth +10 HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Wil ----- def ----- Resists +18% acid Phys.save +16 (+4 eff.) Spell.save +26 (+8 eff.) Mind.save +25 (+6 eff.) ---------- misc Masteries +0.29 Wild-gift/Antimagic +0.29 Technique/Combat training Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 424 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -260 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 520 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -362 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 724 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 925% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 482% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 658 life over 5 turns. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 847 life over 5 turns. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 54% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Mind.save +11 (+3 eff.) Confus- +17% ---------- misc Masteries +0.35 Cunning/Survival +0.35 Technique/Two-handed assault Amulets make your neck look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Master Power 172% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +9% all Acc +30 (+7 eff.) Apr +20 Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 148% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 nature On Crit.r2 +68 fire While equipped: dps ---------- All.spd +7% Res.pen +13% fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Disrupt Power 147% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +45 acid +28 nature While equipped: dps ---------- Res.pen +17% acid +9% nature Apr +10 ----- def ----- Resists +15% acid +11% lightning +13% cold +12% fire +6% all Spell.save +10 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane/Master Power 159% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +14 fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 148% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +13 (+3 eff.) Apr +11 Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Master Power 188% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +48% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 light +30 cold Against +28% Undead Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 175% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Con +10 Wil dps ---------- Res.pen +16% physical Acc +20 (+5 eff.) Apr +10 ----- def ----- Max.HP +65.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 142% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 3 While equipped: Stats +3 Con dps ---------- Phys.pwr +12 (+2 eff.) Res.pen +10% physical ----- def ----- Disarm- +25% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 173% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Mag +9 Wil +7 Con dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +14 (+6 eff.) Res.pen +14% physical ----- def ----- Disarm- +32% Massive two-handed swords. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane Power 65% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +5 Mag dps ---------- Dmg.mod +8% temporal +11% physical Res.pen +8% temporal +10% physical ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 147% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +1 Con dps ---------- Spell.crit +5% Spell.pwr +27 (+9 eff.) Dmg.mod +38% blight Phasing +30% ----- def ----- Defense +25 (+8 eff.) Shield.pwr +15% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Infravis +1 Talents +1 Command Staff On Spell Hit: 10% Ice Shards 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 151% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+8 eff.) Dmg.mod +41% acid +9% arcane Melee Ret 10 light ----- def ----- Resists +30% acid +15% light ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 136% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+6 eff.) Dmg.mod +30% blight Res.pen +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 136% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +24 (+9 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Resists +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +12 (+3 eff.) Apr +11 One-handed war axes. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +7 Defense +21 (+7 eff.) Resists +6% lightning +3% temporal +43% light +37% fire +33% cold Stealth +26 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +13 (+6 eff.) S.pwr/crit +4 ----- def ----- Resists +13% darkness +15% mind +15% all Phys.save +16 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +30 (+7 eff.) Silence- +31% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +24 (+9 eff.) Dmg.mod +19% darkness +19% light +9% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +5 Str +8 Dex +5 Wil +5 Cun +15 Lck dps ---------- Dmg.mod +15% temporal +9% fire ----- def ----- Armour +5 Crit.chn- 15.00% Stealth +11 ---------- misc See.Invis +15 A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +5 Con dps ---------- Dmg.mod +3% light +6% fire Res.pen +5% fire Melee Ret 8 light ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +18% fire +4% all Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 905.7 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Mind.crit +2% Spell.pwr +4 (+2 eff.) Mind.pwr +6 (+1 eff.) Dmg.mod +7% darkness +7% physical ----- def ----- Defense +1 (+0 eff.) Resists +8% darkness +8% physical ---------- misc Max.hate +7.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +8 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +14 Str +7 Con dps ---------- Dmg.mod +3% lightning +3% temporal Melee Ret 4 lightning 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +8% physical +14% darkness +3% temporal Max.HP +73.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +6% Phys.pwr +14 (+3 eff.) Spell.pwr +15 (+6 eff.) Mind.pwr +18 (+4 eff.) Melee+ 14 acid 11 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% lightning +18% fire +16% acid A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +62.00 HP.reg +8.00 Heal.mod +15% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +7 Cun +9 Dex ----- def ----- Armour +15 Defense +24 (+8 eff.) Fatigue +8% Resists +19% fire A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Mind.pwr +7 (+1 eff.) ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +8% Resists +21% acid +12% physical +28% cold +8% lightning +11% fire ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +13 Defense +31 (+10 eff.) Fatigue +8% Mind.save +15 (+4 eff.) HP.reg +7.20 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +15% blight +12% nature +7% mind Mind.save +17 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +16 Fatigue +22% Resists +37% blight +20% nature +24% darkness D.Red.from +10% Unnatural ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature +25% acid ----- def ----- Armour +16 Fatigue +22% Resists +12% acid +26% fire Max.HP +159.00 HP.reg +18.00 Heal.mod +32% A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil +6 Cun +6 Con dps ---------- Melee+ 33 lightning Dmg.mod +9% arcane Melee Ret 14 lightning ----- def ----- Armour +20 Fatigue +8% Phys.save +9 (+2 eff.) Max.HP +94.00 ---------- misc Psi/ret +0.04 Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +16 Fatigue +8% Resists +7% acid +8% fire +10% lightning +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Cun +6 Wil dps ---------- Mind.pwr +30 (+7 eff.) Dmg.mod +6% mind On shield block: * Deals 241 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +16% cold Confus- +20% Pinning- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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? |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Arcane Power 153% Range: 1.2x Uses 40% Wil, 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 24 Ranged+ +20 temporal +45 cold On Hit.r1 +20 cold +20 temporal On Crit.r2 +20 light Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master Power 183% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +14 Crit +27.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 329 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (362 total damage) Puts all charms on 15 cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Ronallar the Dwarf Berserker level 38
24th Iron 123rd year of Ascendancy at 00:57 see stats
By Ronallar the Dwarf Berserker level 37
13rd Iron 123rd year of Ascendancy at 06:19 see stats
By Ronallar the Dwarf Berserker level 26
10th Wealth 122nd year of Ascendancy at 12:15 see stats
By Ronallar the Dwarf Berserker level 43
7th Steel 123rd year of Ascendancy at 13:42 see stats
By Ronallar the Dwarf Berserker level 42
2nd Steel 123rd year of Ascendancy at 23:21 see stats
By Ronallar the Dwarf Berserker level 9
24th Voratun 122nd year of Ascendancy at 18:55 see stats
By Ronallar the Dwarf Berserker level 40
29th Iron 123rd year of Ascendancy at 14:42 see stats
By Ronallar the Dwarf Berserker level 33
2nd Iron 123rd year of Ascendancy at 19:03 see stats
By Ronallar the Dwarf Berserker level 30
17th Loss 122nd year of Ascendancy at 19:48 see stats
By Ronallar the Dwarf Berserker level 23
37th Profit 122nd year of Ascendancy at 15:38 see stats
By Ronallar the Dwarf Berserker level 31
25th Loss 122nd year of Ascendancy at 11:56 see stats
By Ronallar the Dwarf Berserker level 42
31st Iron 123rd year of Ascendancy at 06:13 see stats
By Ronallar the Dwarf Berserker level 25
41st Profit 122nd year of Ascendancy at 06:24 see stats
By Ronallar the Dwarf Berserker level 10
31st Voratun 122nd year of Ascendancy at 01:53 see stats
By Ronallar the Dwarf Berserker level 20
20th Profit 122nd year of Ascendancy at 03:53 see stats
By Ronallar the Dwarf Berserker level 30
26th Wealth 122nd year of Ascendancy at 20:28 see stats
By Ronallar the Dwarf Berserker level 40
28th Iron 123rd year of Ascendancy at 07:28 see stats
By Ronallar the Dwarf Berserker level 30
28th Wealth 122nd year of Ascendancy at 08:02 see stats
By Ronallar the Dwarf Berserker level 24
39th Profit 122nd year of Ascendancy at 07:21 see stats
By Ronallar the Dwarf Berserker level 14
2nd Profit 122nd year of Ascendancy at 02:08 see stats
By Ronallar the Dwarf Berserker level 41
29th Iron 123rd year of Ascendancy at 20:29 see stats
By Ronallar the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 04:00 see stats
By Ronallar the Dwarf Berserker level 24
38th Profit 122nd year of Ascendancy at 10:06 see stats
By Ronallar the Dwarf Berserker level 9
30th Voratun 122nd year of Ascendancy at 04:22 see stats
By Ronallar the Dwarf Berserker level 31
25th Shortage 122nd year of Ascendancy at 00:42 see stats
By Ronallar the Dwarf Berserker level 22
34th Profit 122nd year of Ascendancy at 15:19 see stats
By Ronallar the Dwarf Berserker level 14
3rd Profit 122nd year of Ascendancy at 06:51 see stats
By Ronallar the Dwarf Berserker level 44
17th Steel 123rd year of Ascendancy at 14:11 see stats
By Ronallar the Dwarf Berserker level 36
12nd Iron 123rd year of Ascendancy at 17:45 see stats
Log
Orc blood mage's Blood Grasp hits Ronallar for (48 antimagic), 0 blight (0 total damage).
Something performs a melee critical strike against Ronallar!
Ronallar shrugs off Something's 'Deep Wound'!
Something hits Ronallar for 395 physical, (9 antimagic), 0 blight, (28 antimagic), 0 fire, 7 healing, 261 physical, (9 antimagic), 0 blight, (9 antimagic), 0 blight, 7 healing (656 total damage) [14 healing].
Ronallar gains 0% of a turn from Ancestral Life.
Ronallar uses Death Dance.
Orc blood mage is not dazed anymore.
You collect a new ingredient: orc heart (1).
Bethurera the bone giant resists the terror!
Arysewyn the orc blood mage uses Orcish Fury.
Arysewyn the orc blood mage enters a state of bloodlust.
Ronallar hits Bethurera the bone giant for (33 parried), 654 physical (654 total damage).
Ronallar hits Orc blood mage for 925 physical damage.
Arysewyn the orc blood mage breathes sand!
Ronallar is recovering from the damage!
Ronallar shrugs off the effect 'Blinded'!
Ronallar killed Orc blood mage!
Arysewyn the orc blood mage hits Ronallar for 352 physical damage.
Bethurera the bone giant uses Perfect Strike.
Bethurera the bone giant aims carefully.
Bethurera the bone giant uses Flurry.
Ronallar instinctively hardens his skin and ignores the attack!
Ronallar repels an attack from Bethurera the bone giant.
Bethurera the bone giant performs a melee critical strike against Ronallar!
Bethurera the bone giant hits Ronallar for 186 physical, (9 antimagic), 0 blight, 7 healing, 154 physical, (9 antimagic), 0 blight, (9 antimagic), 0 blight, 7 healing, 142 physical, (9 antimagic), 0 blight, 7 healing, 166 physical, (9 antimagic), 0 blight, (9 antimagic), 0 blight, 7 healing, 261 physical (912 total damage) [29 healing].
Melee retaliation hits Bethurera the bone giant for 8 blight, 10 blight, 3 nature, 4 mind, 8 blight, 10 blight, 3 nature, 2 mind, 8 blight, 10 blight, 3 nature, 4 mind, 8 blight, 10 blight, 3 nature, 4 mind, 8 blight, 10 blight, 3 nature, 4 mind (132 total damage).
Ronallar the level 44 dwarf berserker was impaled to death by Bethurera the bone giant on level 1 of Rak'shor Pride.
Ronallar gains 0% of a turn from Ancestral Life.
Ronallar's rage subsides!