









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 47 / 86% |
Size | big |
Lifes / Deaths | Killed by Weirdling Beast at level 15 on the 21st Dusk 122nd year of Ascendancy at 03:33 0 / 9Killed by Smahsu at level 18 on the 69th Haze 122nd year of Ascendancy at 00:31 Killed by Shasshhiy'Kaish at level 19 on the 1st Decay 122nd year of Ascendancy at 19:53 Killed by Emuna the elven mage at level 24 on the 20th Regrowth 123rd year of Ascendancy at 13:11 Killed by multi-hued drake at level 38 on the 61st Dusk 123rd year of Ascendancy at 17:26 Killed by overpowered greater multi-hued wyrm at level 39 on the 62nd Dusk 123rd year of Ascendancy at 00:24 Killed by overpowered greater multi-hued wyrm at level 40 on the 63rd Dusk 123rd year of Ascendancy at 00:21 Killed by orc high pyromancer at level 41 on the 66th Dusk 123rd year of Ascendancy at 13:40 Killed by skeleton warrior at level 47 on the 53rd Regrowth 124th year of Ascendancy at 02:49 |
Antimagic | Follower |
Primary Stats
Strength | 123 (base 60) |
Dexterity | 23 (base 11) |
Constitution | 79 (base 60) |
Magic | 16 (base 10) |
Willpower | 48 (base 10) |
Cunning | 64 (base 53) |
Resources
Life | -55/1623 |
Stamina | 333/333 |
Equilibrium | 30 |
Healing Factor | 1.4156626506023 |
Regeneration | 171.45171643468 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -50% |
Spell | -30% |
Global | +154.61793918256% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 9 |
See Stealth | 37.390773745007 |
See Invisible | 44.390773745007 |
Offense: Mainhand
Damage | 295 |
Accuracy | 58 |
Crit Chance | 62% |
APR | 13 |
Speed | 1.29 |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 27% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 27% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Light | +9% |
Fire | +10% |
Cold | +15% |
Physical | +15% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +19% |
Fire | +20% |
Light | +25% |
Defense: Base
Armour (hardiness) | 96.723073231957 (100%) |
Defense | 0 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 53 |
Mental Save | 46 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 50%( 70%) |
All | + 34%( 70%) |
Lightning | + 51%( 70%) |
Light | + 44%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 44%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 46%( 70%) |
Mind | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Disarm Resistance | 49% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 5 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Antimagic Shield |
detrimental effect | The gloom has stunned the target, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned by the gloom |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | You gain 46% resistance against darkness. Resolve |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | A flow of life spins around the target, regenerating 85.32 life per turn. Regeneration |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
beneficial effect | The target is recovering 53 life each turn. Recovery |
beneficial effect | Increases global action speed by 55%. Speed |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
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 Dexterity by +2. | done |
You failed to protect the worried loremaster from death by giant ice ant. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 646. | 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. | 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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within3 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. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+0 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +10 (+2 eff.) Dmg.mod +9% light +9% mind Res.pen +25% light Melee Ret 12 mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% mind ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +15 Defense +9 (+0 eff.) Rng.Def +9 (+9 eff.) Fatigue +5% Spell.save +15 (+5 eff.) Disease- +15% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 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 32 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +16 (+4 eff.) Apr +9 ----- def ----- Defense +10 (+0 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 5.62 cold and 5.62 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +8% lightning +10% temporal A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Disrupt/Master Power 81.5 - 130.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 111% Melee+ +28 nature On Hit.r1 +4 fire On Crit.r2 +8 acid On Hit: * 25% chance to remove a magical effect While equipped: Stats +10 Dex +7 Con dps ---------- Phys.pwr +21 (+5 eff.) Res.pen +19% physical Acc +21 (+5 eff.) Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% blight +9% temporal +3% acid Disarm- +49% Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 22 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 109.16 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+0 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 14 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% fire ----- def ----- Defense +2 (+0 eff.) Resists +6% darkness +18% lightning Spell.save +30 (+9 eff.) Max.HP +30.00 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 [Ego+] Nature While equipped: ----- def ----- Blind- +26% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets can have magical properties. |
Inventory
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 9.08 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 397 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +5 Mag +2 Cun +2 Con dps ---------- Dmg.mod +6% blight ----- def ----- Resists +19% cold +21% fire ---------- misc Light +3 See.Invis +9 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +10% mind Confus- +39% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +15% blight Poison- +30% Disease- +29% ---------- misc Masteries +0.28 Technique/Two-handed assault Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -7% Resists +9% lightning +1% physical +9% mind Crit.dmg- 10.00% Spell.save +15 (+5 eff.) HP.reg +2.90 Cut- +25% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +11% cold +16% fire Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +11% acid +3% temporal +9% mind ----- def ----- Resists +22% acid ---------- misc Max.psi +40.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% nature ----- def ----- Armour +4 Resists +47% nature +21% acid Crit.dmg- 10.00% Teleport- +5% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +49.00 HP.reg +0.60 Heal.mod +13% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+0 eff.) Phys.save +6 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +11% Acc +13 (+3 eff.) ----- def ----- Defense +10 (+0 eff.) Blinding Speed: Puts all charms on 36 cooldown Level 2.6 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Master Power 43.5 - 65.3 Light Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +12 light On Hit: * 40% chance to blind While equipped: Stats +4 Dex dps ---------- Acc +19 (+5 eff.) ----- def ----- Defense +19 (+0 eff.) Resists +15% light Disarm- +50% ---------- misc Light +3 See.Invis +9 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 59.0 - 88.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 21% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Ego] Nature/Disrupt Power 55.0 - 82.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +42 insidious poison Against +24% Unnatural While equipped: Stats +6 Wil Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 40% Wil, 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 2 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 27 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 60.5 - 96.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +19 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +17.0% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 83.0 - 132.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +9.0% Res.pen +23% physical Phasing +39% Acc +17 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Dmg.mod +21% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 15.0 - 16.5 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind +8 fire On Crit.r2 +16 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +12% fire Res.pen +25% fire ----- def ----- Resists +6% fire Mind.save +10 (+3 eff.) ---------- misc Max.psi +50.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 18.0 - 19.8 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) All.spd +3% Dmg.mod +7% nature +5% fire Res.pen +4% nature +9% fire Melee Ret 11 fire ----- def ----- Resists +6% nature +9% fire ---------- misc Equi/ret +0.90 Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +17% physical Res.pen +14% physical Melee Ret 13 physical ----- def ----- Resists +12% physical Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 22 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Power 30.0 - 36.0 Physical Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +4% Spell.pwr +19 (+4 eff.) Melee+ 19 arcane Dmg.mod +25% blight ---------- misc Max.mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego] Arcane/Master Power 51.0 - 81.6 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +24 blight On Hit: * 33% chance to disease While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +17 (+0 eff.) Disarm- +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Nature/Disrupt Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +42 insidious poison Against +17% Unnatural While equipped: Stats +4 Wil One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% While equipped: Stats +5 Dex dps ---------- Res.pen +12% nature Acc +7 (+2 eff.) ----- def ----- Resists +6% all One-handed war axes. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: ----- def ----- D.Red.from +23% Summoned Max.HP +58.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +32% blight +3% temporal +14% nature HP.reg +1.60 Heal.mod +18% 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 While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% temporal +20% light +11% physical Res.pen +9% physical +10% temporal ----- def ----- Defense +5 (+0 eff.) Resists +30% light Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +4 Wil +4 Con dps ---------- Spell.pwr +13 (+3 eff.) S.pwr/crit +4 Dmg.mod +14% nature ----- def ----- Defense +5 (+0 eff.) Poison- +36% Disease- +29% Silence- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Dex +3 Cun +10 Lck ----- def ----- Armour +5 Fatigue +5% Stealth +10 Disengage: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. A pair of boots made of leather. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+0 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T5 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 acid Dmg.mod +8% acid Res.pen +10% lightning Acc +12 (+3 eff.) Melee Ret 12 blight ----- def ----- Armour +3 Resists +8% acid +3% blight +10% darkness +6% lightning Phys.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +33% ---------- misc Infravis +2 Track: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego+] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Armour +8 Mind.save +12 (+4 eff.) Max.HP +55.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Armour +0 Defense +13 (+0 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 23 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 6.34 fire and 6.62 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+0 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 27 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +6% cold +8% arcane +12% fire +14% mind +5% lightning ----- def ----- Defense +3 (+0 eff.) Resists +14% mind A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con ----- def ----- Armour +5 Fatigue +5% Resists -28% light HP.reg +5.00 A cap made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +5 (+0 eff.) Fatigue +8% Resists +13% acid +11% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +11 Defense +10 (+0 eff.) Fatigue +8% Resists +9% acid +9% cold Phys.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 10 acid 22 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +8 Defense +5 (+0 eff.) Fatigue +8% Resists +16% acid +23% fire A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +7 Defense +4 (+0 eff.) Fatigue +8% Resists +15% darkness +9% physical Max.HP +47.00 HP.reg +7.50 Heal.mod +18% ---------- misc Light +2 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +8 Mag +10 Wil dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +7% Phys.pwr +13 (+3 eff.) Spell.pwr +21 (+4 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +18% light Res.pen +15% light ----- def ----- Armour +25 Defense +9 (+0 eff.) Fatigue +17% Resists +18% lightning +30% fire +12% light Phys.save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil ----- def ----- Armour +14 Defense +14 (+0 eff.) Fatigue +24% Mind.save +29 (+10 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +17 Defense +7 (+0 eff.) Fatigue +26% Resists +5% acid +8% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego+] Master While equipped: ----- def ----- Armour +21 Defense +7 (+0 eff.) Fatigue +26% Resists +8% acid +11% physical +7% cold +25% fire +8% lightning A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Resists +7% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane Power 59.5 - 71.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Capacity 51 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Ego] Psionic Teleport randomly (rad 41) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+0 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Smahsu the Cornac Berserker level 34
17th Dusk 123rd year of Ascendancy at 19:20 see stats
By Smahsu the Cornac Berserker level 42
67th Dusk 123rd year of Ascendancy at 21:22 see stats
By Smahsu the Cornac Berserker level 32
16th Pyre 123rd year of Ascendancy at 13:34 see stats
By Smahsu the Cornac Berserker level 15
30th Dusk 122nd year of Ascendancy at 01:46 see stats
By Smahsu the Cornac Berserker level 37
51st Dusk 123rd year of Ascendancy at 14:43 see stats
By Smahsu the Cornac Berserker level 38
61st Dusk 123rd year of Ascendancy at 17:23 see stats
By Smahsu the Cornac Berserker level 46
29th Regrowth 124th year of Ascendancy at 02:07 see stats
By Smahsu the Cornac Berserker level 36
48th Dusk 123rd year of Ascendancy at 09:16 see stats
By Smahsu the Cornac Berserker level 47
48th Regrowth 124th year of Ascendancy at 03:18 see stats
By Smahsu the Cornac Berserker level 16
69th Dusk 122nd year of Ascendancy at 04:37 see stats
By Smahsu the Cornac Berserker level 37
58th Dusk 123rd year of Ascendancy at 09:39 see stats
By Smahsu the Cornac Berserker level 35
44th Dusk 123rd year of Ascendancy at 11:53 see stats
By Smahsu the Cornac Berserker level 44
20th Haze 123rd year of Ascendancy at 09:13 see stats
By Smahsu the Cornac Berserker level 16
62nd Haze 122nd year of Ascendancy at 22:10 see stats
By Smahsu the Cornac Berserker level 26
68th Regrowth 123rd year of Ascendancy at 20:36 see stats
By Smahsu the Cornac Berserker level 19
77th Haze 122nd year of Ascendancy at 05:11 see stats
By Smahsu the Cornac Berserker level 40
63rd Dusk 123rd year of Ascendancy at 09:19 see stats
By Smahsu the Cornac Berserker level 10
8th Mirth 122nd year of Ascendancy at 17:50 see stats
By Smahsu the Cornac Berserker level 20
4th Decay 122nd year of Ascendancy at 06:40 see stats
By Smahsu the Cornac Berserker level 30
12nd Pyre 123rd year of Ascendancy at 10:13 see stats
By Smahsu the Cornac Berserker level 40
62nd Dusk 123rd year of Ascendancy at 09:01 see stats
By Smahsu the Cornac Berserker level 25
28th Regrowth 123rd year of Ascendancy at 13:19 see stats
By Smahsu the Cornac Berserker level 43
18th Haze 123rd year of Ascendancy at 19:09 see stats
By Smahsu the Cornac Berserker level 16
39th Dusk 122nd year of Ascendancy at 04:23 see stats
By Smahsu the Cornac Berserker level 25
28th Regrowth 123rd year of Ascendancy at 13:25 see stats
By Smahsu the Cornac Berserker level 19
1st Decay 122nd year of Ascendancy at 21:26 see stats
By Smahsu the Cornac Berserker level 35
43rd Dusk 123rd year of Ascendancy at 03:36 see stats
By Smahsu the Cornac Berserker level 24
19th Regrowth 123rd year of Ascendancy at 10:28 see stats
By Smahsu the Cornac Berserker level 36
44th Dusk 123rd year of Ascendancy at 16:44 see stats
By Smahsu the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 19:59 see stats
By Smahsu the Cornac Berserker level 46
29th Regrowth 124th year of Ascendancy at 00:24 see stats
By Smahsu the Cornac Berserker level 12
10th Dusk 122nd year of Ascendancy at 01:06 see stats
By Smahsu the Cornac Berserker level 44
55th Haze 123rd year of Ascendancy at 08:45 see stats
By Smahsu the Cornac Berserker level 30
14th Pyre 123rd year of Ascendancy at 03:20 see stats
By Smahsu the Cornac Berserker level 22
6th Decay 122nd year of Ascendancy at 14:44 see stats
By Smahsu the Cornac Berserker level 41
66th Dusk 123rd year of Ascendancy at 13:40 see stats
By Smahsu the Cornac Berserker level 31
16th Pyre 123rd year of Ascendancy at 01:46 see stats
Log
Smahsu has temporarily forgotten Infusion: Movement!
Skeleton warrior hits Smahsu for 238 physical damage.
Skeleton warrior hits Smahsu for 57 physical, (12 antimagic), 0 darkness (57 total damage).
Skeleton master archer's Pinning Shot hits Smahsu for 171 physical, (13 antimagic), 0 lightning (171 total damage).
Skeleton warrior hits Smahsu for 108 physical, (10 antimagic), 0 blight (108 total damage).
Smahsu hits Orc necromancer for 4 fire damage.
Smahsu hits Armoured skeleton warrior for (200 blocked), 125 physical, 34 nature, 4 fire (163 total damage).
Smahsu hits Skeleton warrior for 4 fire damage.
Smahsu hits Skeleton warrior for 2 nature, 7 nature, 4 mind (13 total damage).
Smahsu hits Skeleton warrior for 4 fire damage.
Smahsu hits Skeleton warrior for 0 arcane, 2 nature, 7 nature, 3 mind (12 total damage).
Smahsu hits Skeleton master archer for 0 arcane damage.
Smahsu hits Armoured skeleton warrior for (4 absorbed), 0 fire (0 total damage).
Smahsu hits Skeleton warrior for 4 fire, 0 arcane, 1 nature, 9 nature, 3 mind (17 total damage).
Skeleton warrior hits Smahsu for 55 physical damage.
Smahsu hits Skeleton warrior for 2 nature, 7 nature, 4 mind (13 total damage).
Skeleton warrior overcomes the gloom.
Armoured skeleton warrior is not dazed anymore.
Armoured skeleton warrior is dazed!
Armoured skeleton warrior is not intimidated!
Armoured skeleton warrior is not intimidated!
Skeleton warrior is not intimidated!
Skeleton warrior is not intimidated!
Armoured skeleton warrior is not intimidated!
Skeleton warrior is not intimidated!
Skeleton master archer is not intimidated!
Skeleton warrior is not intimidated!
Skeleton warrior is not intimidated!
Saving game...