









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Forbidden Cults 1.5.9Official 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 | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 50 / 1400% |
Size | big |
Lifes / Deaths | Killed by rogue at level 13 on the 13rd Dusk 122nd year of Ascendancy at 04:57 0 / 8Killed by orc necromancer at level 26 on the 4th Pyre 123rd year of Ascendancy at 10:00 Killed by The Master at level 31 on the 19th Dusk 123rd year of Ascendancy at 00:36 Killed by wretchling at level 38 on the 43rd Regrowth 124th year of Ascendancy at 11:58 Killed by Atamathon the Giant Golem at level 49 on the 75th Haze 124th year of Ascendancy at 07:51 Killed by Atamathon the Giant Golem at level 49 on the 75th Haze 124th year of Ascendancy at 09:27 Killed by Argoniel at level 50 on the 73rd Regrowth 125th year of Ascendancy at 15:21 Killed by Lander at level 50 on the 74th Regrowth 125th year of Ascendancy at 05:48 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 22 (base 13) |
Constitution | 106 (base 60) |
Magic | 97 (base 66) |
Willpower | 30 (base 13) |
Cunning | 57 (base 37) |
Resources
Life | 1009/1609 |
Positive | 83/117 |
Stamina | 164/297 |
Equilibrium | 20 |
Healing Factor | 1.5217391304347 |
Regeneration | 10.900315198882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
See Invisible | 5 |
Offense: Mainhand
Damage | 320 |
Accuracy | 44 |
Crit Chance | 62% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Physical | +71% |
Lightning | +16% |
Light | +66% |
Cold | +16% |
Blight | +18% |
Arcane | +27% |
Fire | +66% |
All | +12% |
Offense: Damage Penetration
Light | +29% |
Physical | +24% |
Blight | +14% |
Arcane | +19% |
Fire | +34% |
All | +9% |
Defense: Base
Armour (hardiness) | 93.268591263751 (100%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 37 |
Physical Save | 65 |
Spell Save | 65 |
Mental Save | 54 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 30%( 70%) |
Lightning | + 47%( 70%) |
Light | + 55%( 70%) |
Physical | + 48%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 70%( 70%) |
Mind | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 30% for 4 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 679 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 585 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 302.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Celestial / Crusader | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Second Life |
talent | Righteous Strength |
talent | Elemental Harmony |
talent | Chant of Resistance |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+42). Continuum Destabilization |
beneficial effect | Increase light and physical damage by 18%. Righteous Strength |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases all stats by 1. Elemental Harmony |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Magic by +1. | done |
You failed to protect the lost anorithil from death by freezing trap. Escort: lost anorithil (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by Lady Zoisla the Tidebringer. Escort: lost anorithil (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost anorithil from death by Lander. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
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 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: 1584. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 too late. The place has been drained of its power and the sorcerers have left. 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 (+4 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 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +3% light +6% blight Res.pen +5% blight +9% all Apr +11 Melee Ret 22 fire ----- def ----- Resists +11% blight +7% fire +6% darkness +9% light ---------- misc Light +5 Infravis +4 See.Invis +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 40 blight damage or heals 50 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 5 % chance to summon an orc spirit Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 212 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 224.38 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Str +4 Cun +7 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 13 bleed Ranged+ 17 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con dps ---------- Phys.pwr +9 (+2 eff.) Mind.pwr +21 (+7 eff.) Dmg.mod +6% fire Res.pen +20% light Melee Ret 8 arcane 12 light ----- def ----- Resists +45% fire +14% cold Phys.save +15 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 29/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 334.42 fire damage, and flames will be left dealing a further 78.10 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 4.8 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 102.25 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Main armor | ![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+8 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 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 6 Armour, 8 Defense and your attacks will gain 29% 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 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+6 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 424.56 cold damage and condensing the air into freezing vapors that deal 141.52 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 6/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) Die.at -100.00 life Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 480.54 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 21 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 46.88 nature damage per turn for 7 turns, and reducing the target's healing received by 39%. 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 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 111.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +22% fire +20% cold ---------- misc Masteries +0.31 Celestial/Crusader +0.31 Technique/Two-handed assault Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +8 Cun +8 Con dps ---------- Crit.mult +13.00% Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +13% blight +12% fire ----- def ----- Fatigue -10% HP.reg +1.10 ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +8 Mag +19 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +3% mind Res.pen +5% darkness Acc +15 (+5 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% darkness +9% lightning HP.reg +9.20 Stun/Frz- +100% ---------- misc Psi/ret +0.08 Max.psi +50.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-8 eff.) Spell.save -30 (-8 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +7 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 bleed Ranged+ 13 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +14% blight ----- def ----- Resists +14% blight Spell.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Blind- +33% ---------- misc Infravis +4 See.Stealth +14 See.Invis +8 Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 37.5 - 48.8 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +10.0% Crit.mult +16.00% Apr +12 Sharp, short and deadly. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 50% Mag, 140% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 337.66 to 1012.98 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 868.03 to 1736.05 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +34 cold While equipped: dps ---------- Dmg.mod +20% physical Res.pen +19% physical Apr +17 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 66.5 - 99.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +33 mind On Hit: * 26% chance to inflict 15% damage reduction * 38% chance to cause random gloom * 20% chance to curse the target While equipped: Stats +9 Cun +7 Wil Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 63.0 - 100.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Acc +20 (+6 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +15% lightning Poison- +25% Disarm- +48% ---------- misc Equi/ret +0.08 Massive two-handed swords. This item has been sent to the Item's Vault. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 65.5 - 104.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +26 blight +27 light Against +40% Undead On Hit: 10% Epidemic 5 On Hit: * 28% chance to disease While equipped: ----- def ----- Disease- +31% Massive two-handed swords. |
![]() 3.0 T5 mace 1H weapon [Ego+] Master Power 59.5 - 83.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% While equipped: Stats +2 Dex dps ---------- Acc +15 (+5 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master/Psionic Power 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +5 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +11% physical ----- def ----- Disarm- +34% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic This psionic mindstar is wrathful to the hated. This natural sand should be returned to the wyrm. Power 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +20% physical Res.pen +20% physical Melee Ret 20 physical ----- def ----- Resists +16% physical ---------- misc Hate/m.crit +5.00 Psi/m.crit +4.00 Burrow: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 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 19 of target armor and 9% 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 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness +24 fire On Crit.r2 +8 fire While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire Res.pen +20% fire On Hit (Melee): * 15% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Defense +11 (+6 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 121.93 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master Power 50.0 - 80.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% physical Acc +12 (+4 eff.) Apr +19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Arcane/Psionic Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Random elemental explosion * 25% chance to put talents on cooldown While equipped: dps ---------- Res.pen +15% acid +16% fire +17% lightning +13% cold One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Phys.crit +2.0% Phys.pwr +8 (+2 eff.) Res.pen +15% physical ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Stealth +7 HP.reg +1.00 Heal.mod +20% ---------- misc T.Disarm +13 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) S.pwr/crit +6 Dmg.mod +3% blight ----- def ----- Resists +9% fire Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% blight +3% mind Phys.save +9 (+3 eff.) Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +10.0% Mind.crit +14% ----- def ----- Resists +9% acid +9% fire +10% lightning +7% cold A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +15.0% Mind.crit +13% Phys.pwr +6 (+1 eff.) ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +5 Wil dps ---------- On Melee Ret: * 21% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Defense +13 (+7 eff.) Rng.Def +3 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +14 (+4 eff.) ---------- misc Hate/m.crit +4.00 Max.mana +102.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +12 (+6 eff.) Resists +10% light +11% fire Phys.save +6 (+2 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +12% temporal Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +3 (+2 eff.) Resists +26% darkness +24% temporal Mind.save +10 (+3 eff.) Def/telep +25 Res/telep +13% Dur/telep +21% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 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. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+5 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue -2% Resists +20% darkness Phys.save +14 (+4 eff.) ---------- misc Max.enc +33 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Resists +4% physical Crit.dmg- 10.00% Spell.save +10 (+3 eff.) Blind- +5% Confus- +10% Knockbk- +10% ---------- misc Stam/turn +0.90 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +17 (+9 eff.) Fatigue +4% HP.reg +5.50 Heal.mod +11% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: Stats +10 Lck +5 Dex ----- def ----- Armour +5 Fatigue +5% Stealth +10 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +5 Fatigue +4% Silence- +43% Confus- +41% Stun/Frz- +39% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 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 97% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +7 (+4 eff.) Rng.Def +10 (+5 eff.) Fatigue +4% Silence- +43% Confus- +43% Stun/Frz- +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego+] Master While equipped: Stats +5 Cun +5 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +21 (+6 eff.) Mind.save +24 (+7 eff.) ---------- misc Stam/turn +1.00 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 59.53 to 178.58 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 497.33 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. |
![]() 1.5 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Str +4 Mag +8 Wil +4 Con dps ---------- Melee+ 10 acid 8 fire 8 cold 8 lightning ----- def ----- Armour +3 Disarm- +42% ---------- misc Masteries +0.20 Technique/Grappling Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Spell.crit +3% Phys.pwr +11 (+2 eff.) Spell.pwr +4 (+1 eff.) Melee+ 7 nature 9 arcane Dmg.mod +6% nature ----- def ----- Armour +2 Resists +7% nature +6% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% light Res.pen +5% fire Melee Ret 4 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +8% physical +12% fire Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +5% Resists +15% cold +5% all Phys.save +13 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T5 head armor [Ego++] Master While equipped: Stats +9 Str +8 Dex ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +5% Resists +6% all Phys.save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +19% mind ----- def ----- Defense +3 (+2 eff.) Resists +17% mind Phys.save +13 (+4 eff.) Mind.save +19 (+6 eff.) ---------- misc Max.psi +21.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 46.19 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Ego++] Master While equipped: Stats +15 Str +7 Con ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% Resists +17% darkness +14% physical Max.HP +91.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 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 mail. |
![]() 14.0 T5 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 18 physical ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +16% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +9% acid +11% physical +12% darkness +17% fire +19% cold +17% lightning ---------- misc Max.psi +50.00 Telepathy Humanoid/Orc A suit of armour made of leather. This item has been sent to the Item's Vault. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +10 Str +8 Dex ----- def ----- Armour +14 Defense +13 (+7 eff.) Fatigue +8% Resists +14% acid +12% cold Phys.save +16 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+16 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+9 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun +5 Wil ----- def ----- Armour +21 Defense +9 (+5 eff.) Fatigue +26% Resists +12% acid +15% cold Mind.save +24 (+7 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Con ----- def ----- Armour +24 Defense +15 (+8 eff.) Fatigue +39% Resists +11% fire -19% light +11% darkness Phys.save +9 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +31 (+9 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Power 51.5 - 72.1 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +26.0% Capacity 22 Ranged+ +38 darkness Against +18% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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 [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.4 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 413.10 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) S.pwr/crit +8 Dmg.mod +15% darkness Acc +2 (+0 eff.) Melee Ret 24 fire ----- def ----- Resists +10% fire +15% light +5% arcane Affinity +5% darkness Spell.save +6 (+2 eff.) Max.HP +70.00 Blind- +50% Cut- +15% Silence- +10% Confus- +26% ---------- misc Max.vim +20.00 Light +10 Infravis +5 See.Stealth +25 See.Invis +25 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 184.15 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +2 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red 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 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 658.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 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. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight +24% acid Res.pen +15% acid ----- def ----- Resists +9% blight +6% acid ---------- misc Talents +2 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 10, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [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 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Lander the Higher Sun Paladin level 32
24th Dusk 123rd year of Ascendancy at 17:55 see stats
By Lander the Higher Sun Paladin level 43
45th Pyre 124th year of Ascendancy at 09:59 see stats
By Lander the Higher Sun Paladin level 32
19th Dusk 123rd year of Ascendancy at 08:50 see stats
By Lander the Higher Sun Paladin level 35
1st Regrowth 124th year of Ascendancy at 21:47 see stats
By Lander the Higher Sun Paladin level 37
31st Regrowth 124th year of Ascendancy at 05:06 see stats
By Lander the Higher Sun Paladin level 50
3rd Allure 125th year of Ascendancy at 07:19 see stats
By Lander the Higher Sun Paladin level 18
33rd Haze 122nd year of Ascendancy at 05:49 see stats
By Lander the Higher Sun Paladin level 23
51st Regrowth 123rd year of Ascendancy at 03:03 see stats
By Lander the Higher Sun Paladin level 41
67th Regrowth 124th year of Ascendancy at 06:50 see stats
By Lander the Higher Sun Paladin level 22
37th Regrowth 123rd year of Ascendancy at 12:19 see stats
By Lander the Higher Sun Paladin level 39
45th Regrowth 124th year of Ascendancy at 15:43 see stats
By Lander the Higher Sun Paladin level 33
36th Dusk 123rd year of Ascendancy at 00:11 see stats
By Lander the Higher Sun Paladin level 39
46th Regrowth 124th year of Ascendancy at 02:30 see stats
By Lander the Higher Sun Paladin level 17
22nd Haze 122nd year of Ascendancy at 14:38 see stats
By Lander the Higher Sun Paladin level 29
6th Mirth 123rd year of Ascendancy at 09:24 see stats
By Lander the Higher Sun Paladin level 28
62nd Pyre 123rd year of Ascendancy at 23:08 see stats
By Lander the Higher Sun Paladin level 50
55th Regrowth 125th year of Ascendancy at 21:49 see stats
By Lander the Higher Sun Paladin level 36
23rd Regrowth 124th year of Ascendancy at 23:00 see stats
By Lander the Higher Sun Paladin level 50
17th Regrowth 125th year of Ascendancy at 07:56 see stats
By Lander the Higher Sun Paladin level 20
61st Haze 122nd year of Ascendancy at 05:40 see stats
By Lander the Higher Sun Paladin level 50
32nd Regrowth 125th year of Ascendancy at 18:31 see stats
By Lander the Higher Sun Paladin level 31
8th Flare 123rd year of Ascendancy at 11:25 see stats
By Lander the Higher Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 05:15 see stats
By Lander the Higher Sun Paladin level 20
36th Haze 122nd year of Ascendancy at 22:39 see stats
By Lander the Higher Sun Paladin level 30
3rd Flare 123rd year of Ascendancy at 09:03 see stats
By Lander the Higher Sun Paladin level 40
58th Regrowth 124th year of Ascendancy at 20:16 see stats
By Lander the Higher Sun Paladin level 50
2nd Allure 125th year of Ascendancy at 21:02 see stats
By Lander the Higher Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 22:40 see stats
By Lander the Higher Sun Paladin level 47
38th Dusk 124th year of Ascendancy at 05:56 see stats
By Lander the Higher Sun Paladin level 45
2nd Summertide 124th year of Ascendancy at 23:18 see stats
By Lander the Higher Sun Paladin level 17
59th Dusk 122nd year of Ascendancy at 16:46 see stats
By Lander the Higher Sun Paladin level 28
13rd Pyre 123rd year of Ascendancy at 03:33 see stats
By Lander the Higher Sun Paladin level 50
74th Regrowth 125th year of Ascendancy at 05:48 see stats
By Lander the Higher Sun Paladin level 32
32nd Dusk 123rd year of Ascendancy at 15:01 see stats
By Lander the Higher Sun Paladin level 19
35th Haze 122nd year of Ascendancy at 10:47 see stats
By Lander the Higher Sun Paladin level 34
75th Dusk 123rd year of Ascendancy at 05:54 see stats
By Lander the Higher Sun Paladin level 50
74th Regrowth 125th year of Ascendancy at 05:47 see stats
By Lander the Higher Sun Paladin level 38
43rd Regrowth 124th year of Ascendancy at 11:57 see stats
By Lander the Higher Sun Paladin level 9
3rd Summertide 122nd year of Ascendancy at 16:13 see stats
By Lander the Higher Sun Paladin level 42
12nd Pyre 124th year of Ascendancy at 22:46 see stats
By Lander the Higher Sun Paladin level 43
45th Pyre 124th year of Ascendancy at 22:22 see stats
By Lander the Higher Sun Paladin level 12
10th Dusk 122nd year of Ascendancy at 09:54 see stats
By Lander the Higher Sun Paladin level 49
75th Haze 124th year of Ascendancy at 05:32 see stats
By Lander the Higher Sun Paladin level 46
2nd Dusk 124th year of Ascendancy at 08:20 see stats
By Lander the Higher Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 23:02 see stats
By Lander the Higher Sun Paladin level 27
6th Pyre 123rd year of Ascendancy at 07:54 see stats
By Lander the Higher Sun Paladin level 22
49th Regrowth 123rd year of Ascendancy at 02:07 see stats
By Lander the Higher Sun Paladin level 31
19th Dusk 123rd year of Ascendancy at 05:13 see stats
Log
Lander's icy vapors hits Elandar for 51 cold damage.
Lander hits Elandar for 18 arcane, 57 light, 19 fire, 25 cold, 4 arcane (123 total damage).
Elandar receives 220 healing from Infusion: Healing.
Elandar hits Lander for 135 arcane damage.
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Elandar burns with light!
Lander shines with light!
Lander performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lander hits Elandar for 132 fire, 505 physical (637 total damage).
Lander killed Elandar!
Talent Rune: Reflection Shield is ready to use.
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Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Lander deactivates Weapon of Light.
Lander deactivates Weapon of Wrath.
Lander deactivates Chant of Resistance.
Lander deactivates Elemental Harmony.
Lander deactivates Second Life.
Lander deactivates Righteous Strength.
Lander stops shining.