











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Separators v2 1.6.0Description 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: Showing Items Tier in Inventory 1.6.0This 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 ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Restart Sustains 1.6.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.6.6This 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 Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Marauder |
Level / Exp | 50 / 1980% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 115 (base 60) |
Dexterity | 122 (base 62) |
Constitution | 91 (base 60) |
Magic | 46 (base 9) |
Willpower | 64 (base 24) |
Cunning | 52 (base 21) |
Resources
Life | 1/1761 |
Psi | 114/144 |
Stamina | 47/302 |
Equilibrium | 0 |
Healing Factor | 1.6655172413794 |
Regeneration | 190.73445719835 |
Speed
Mental | +17.903953972628% |
Attack | 0% |
Movement | +1020% |
Spell | 0% |
Global | +203.69134551645% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 53.264408783316 |
See Invisible | 51.264408783316 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 168 |
Accuracy | 64 |
Crit Chance | 129% |
APR | 52 |
Speed | 0.85 |
Offense: Offhand
Damage | 115 |
Accuracy | 64 |
Crit Chance | 129% |
APR | 63 |
Speed | 0.85 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Temporal | +72% |
Blight | +14% |
Physical | +81% |
All | +2% |
Nature | +10% |
Offense: Damage Penetration
Temporal | +21% |
Fire | +5% |
Physical | +83% |
Cold | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | -23.710969077804 (41.270236612702%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0.41531664212077 |
Physical Save | 65 |
Spell Save | 45 |
Mental Save | 58 |
Defense: Resistances
Blight | -9%( 70%) |
Cold | -22%( 70%) |
All | -30%( 70%) |
Lightning | -2%( 70%) |
Light | -22%( 70%) |
Temporal | -10%( 70%) |
Darkness | -10%( 70%) |
Fire | -10%( 70%) |
Nature | -9%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 20% |
Confusion Resistance | 62% |
Silence Resistance | 47% |
Stun Resistance | 91% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 32 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 and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 38 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 831 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 64 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -770 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1539 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.60 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.80 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Skate |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Total Thuggery |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 30.47, and stamina regeneration by 6.09. Bloodbath |
detrimental effect | The target is cursed, reducing all resistances by 67%. Curse of Vulnerability |
detrimental effect | The target is hexed. Each time it uses an ability it takes 131.87 fire damage, and talent cooldowns are increased by 103% plus 1 turn. Burning Hex |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 33%. Exhaustion |
beneficial effect | The target has 73 increased life regeneration. Recovery |
beneficial effect | The target is unstoppable! It refuses to die and cannot heal. When the effect ends, it will heal 1149 Life (21% of maximum life per foe slain during the frenzy). Unstoppable |
beneficial effect | Increases global speed by 40%. Quick |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases defense by 18. Mobile Defense |
beneficial effect | Each melee blow landed has a 67% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
detrimental effect | The target has been splashed with acid, taking 45.87 acid damage per turn, reducing armour by 63 and attack by 55. Acid Splash |
detrimental effect | The target has been splashed with acid, taking 73.41 acid damage per turn. Woeful Corrosion |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Increases global action speed by 63%. Speed |
beneficial effect | The target's combat attack and crit chance are improved by 24 and 12%, respectively. Perfect control |
beneficial effect | The target ignores pain, reducing all damage taken by 27%. Pain Suppression |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 31 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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: 1621. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * You've found the needed mummified bone. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed vampire lord fang. * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +5 Silence- +47% Confus- +37% Stun/Frz- +46% Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Con +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Dmg.mod +12% blight Res.pen +15% cold Melee Ret 2 cold ----- def ----- Resists +16% blight Mind.save +7 (+2 eff.) HP.reg +7.00 ---------- misc Light +4 See.Stealth +15 See.Invis +13 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 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +6 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 144% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 14 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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 (+5 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 5.6 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 542.14 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 145% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 light +8 fire Against +30% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +24 Str +13 Dex +11 Mag +13 Wil +13 Cun +9 Con dps ---------- Phys.crit +14.0% Dmg.mod +10% physical Res.pen +15% cold Acc +25 (+6 eff.) ----- def ----- Armour +8 Resists +6% cold +6% light +9% darkness Mind.save +9 (+3 eff.) Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Dmg.mod +18% temporal Res.pen +5% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +15 (+4 eff.) Resists +15% fire Phys.save +25 (+6 eff.) Mind.save +15 (+4 eff.) Max.HP +105.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +10% physical Melee Ret 4 physical ----- def ----- Defense +2 (+0 eff.) Resists +15% lightning Phys.save +3 (+1 eff.) Mind.save +10 (+3 eff.) Disarm- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +14 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +42% temporal +6% darkness +36% physical Res.pen +21% temporal +22% physical ----- def ----- Resists +6% lightning +6% darkness +6% nature +15% all Spell.save +20 (+6 eff.) Anom.red +24 Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 40 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 286 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 298 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 928% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 42 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +24% physical On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% cold ---------- misc Max.stam +10.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Phys.save +11 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 53 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 702.28 physical damage (based on Magic) in a radius of 3. Uses 53 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 53 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +13 (+3 eff.) Max.HP +70.00 HP.reg +5.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 26/30 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 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 16.67 cold and 29.58 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 53 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +61.00 HP.reg +8.00 Heal.mod +14% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +57.00 HP.reg +7.00 Heal.mod +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Max.HP +45.00 HP.reg +11.00 Heal.mod +12% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +6 Wil dps ---------- Dmg.mod +18% cold ----- def ----- Resists +5% arcane +36% cold +12% light +24% fire Spell.save +9 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+3 eff.) HP.reg +4.00 Stun/Frz- +31% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 130% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Disrupt/Master Power 180% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +42% Unnatural While equipped: Stats +10 Wil dps ---------- Res.pen +21% physical Acc +30 (+7 eff.) Apr +20 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +22 temporal On Crit.r2 +25 acid +26 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str +1 Mag +2 Wil dps ---------- Phys.crit +11.0% Res.pen +17% acid +17% nature Apr +11 ----- def ----- Resists +12% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 159% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 147% Range: 1.4x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 116% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +5 acid +19 nature On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Res.pen +10% acid +11% nature Apr +7 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 115% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 nature +4 lightning While equipped: dps ---------- Dmg.mod +3% lightning Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 ----- def ----- Defense +7 (+2 eff.) Resists +6% mind Disarm- +32% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 143% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Master Power 135% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% mind Res.pen +9% physical +20% mind +9% all Acc +30 (+7 eff.) Apr +17 ----- def ----- Defense +8 (+2 eff.) Disarm- +40% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature Power 135% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +5 Mag +3 Wil +5 Cun +7 Con Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 132% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Dex +8 Wil +12 Con dps ---------- Phys.spd +10% Dmg.mod +6% cold Res.pen +10% lightning Acc +17 (+4 eff.) ----- def ----- Resists +6% lightning +3% cold Max.HP +18.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Power 146% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 mind On Hit: * 19% chance to slow global speed by 58% * 22% chance to reduce all saves and defense by 30 While equipped: Stats +7 Dex +7 Wil +5 Cun dps ---------- Phys.crit +15.0% Crit.mult +28.00% Apr +11 ----- def ----- Resists +9% blight +6% lightning Crit.dmg- 10.00% ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 35% Str, 35% Dex, 30% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 147% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +19 blight On Hit.r1 +16 fire On Hit: * 22% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +7 Dex +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Phys.spd +10% Res.pen +15% cold +13% physical Acc +25 (+6 eff.) Melee Ret 2 cold ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +15 (+4 eff.) Disarm- +33% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +8 Wil +11 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Max.HP +58.00 Disarm- +17% Sharp, short and deadly. |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 133% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +38 lightning On Hit.r1 +27 lightning +27 fire While equipped: dps ---------- Dmg.mod +48% lightning Res.pen +33% lightning Melee Ret 13 arcane 13 darkness On Hit (Ranged): * 27% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% arcane +36% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Apr +3 Crit +6.0% Atk.spd 100% Range +10 Ranged+ +18 acid On Hit.r1 +27 physical While equipped: Stats +9 Dex dps ---------- Dmg.mod +22% acid +15% nature ----- def ----- Armour +12 Resists +21% fire ---------- misc Reload +5 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Nature/Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +24 nature On Crit: * silences the target While equipped: Stats +15 Con +15 Wil dps ---------- Res.pen +13% nature ----- def ----- Max.HP +110.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 shot ammo [Ego++] Master/Psionic Power 177% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 23 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- On Melee Ret: * 19% chance to reduce armor by 32% ----- def ----- Armour +10 Fatigue +8% Resists +50% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Str +3 Mag +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% temporal +9% nature +18% physical Res.pen +9% temporal +10% physical ----- def ----- Resists +9% lightning +8% darkness +8% cold +10% blight +7% fire +8% light +13% all Phys.save +12 (+3 eff.) Spell.save +26 (+8 eff.) Mind.save +14 (+4 eff.) Anom.red +9 Poison- +28% Disease- +34% ---------- misc Mana/s.crit +2.00 See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +6 Str +7 Dex dps ---------- Phys.crit +7.0% Apr +11 ----- def ----- Armour +7 Defense +25 (+6 eff.) Fatigue +8% Phys.save +9 (+2 eff.) ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 31 cooldown Level 5.6 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 251 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 17 acid 18 fire Melee Ret 14 acid 15 fire ----- def ----- Armour +16 Defense +31 (+8 eff.) Fatigue +8% Resists +20% acid +27% fire Mind.save +16 (+5 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 6.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +12 Cun +12 Dex dps ---------- Phys.crit +28.0% Mind.crit +29% Res.pen +15% nature +10% temporal Melee Ret 2 mind ----- def ----- Resists +6% nature +18% temporal HP.reg +3.60 Heal.mod +28% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 53 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 143.57 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 46% (based on Cunning). Uses 44 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 18 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 155 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 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 (+2 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. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +7 Dex +4 Mag +4 Wil +7 Cun +4 Con dps ---------- Dmg.mod +8% arcane Acc +8 (+2 eff.) Apr +11 ----- def ----- Armour +10 Die.at -60.00 life Poison- +10% Disarm- +28% Confus- +20% Knockbk- +20% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 113% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +11 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Crit.r2 +11 arcane On Hit: 10% Disarm 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +2.80 ---------- misc Stam/turn +0.90 Psi/turn +0.22 Unarmed combat: Power 129% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 14 fire Dmg.mod +9% mind +7% fire Res.pen +20% mind Acc +14 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +7% fire Phys.save +9 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +42% Unarmed combat: Power 138% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +22 Crit +10.0% Atk.spd 83% On Crit.r2 +9 fire On Hit: 10% Perfect Control 5 On Hit: 15% Perfect Strike 5 On Hit: 10% Fire Breath 5 Steady Shot: Puts all charms on 18 cooldown Level 3.9 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Unarmed combat: Power 133% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 14 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 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 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 255.96 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 70 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 22.42 cold damage and 39.79 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 70 power out of 37/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 87 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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 8, dealing 422.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 58% ----- 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 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 44 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T5 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 159 and armour hardiness by 70% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Andor "Thug Life" the Halfling Marauder level 35
16th Pyre 123rd year of Ascendancy at 08:51 see stats
By Andor "Thug Life" the Halfling Marauder level 49
1st Time of Equilibrium 123rd year of Ascendancy at 05:58 see stats
By Andor "Thug Life" the Halfling Marauder level 35
14th Pyre 123rd year of Ascendancy at 15:15 see stats
By Andor "Thug Life" the Halfling Marauder level 39
58th Pyre 123rd year of Ascendancy at 05:23 see stats
By Andor "Thug Life" the Halfling Marauder level 47
72nd Dusk 123rd year of Ascendancy at 12:28 see stats
By Andor "Thug Life" the Halfling Marauder level 37
45th Pyre 123rd year of Ascendancy at 12:07 see stats
By Andor "Thug Life" the Halfling Marauder level 17
71st Haze 122nd year of Ascendancy at 09:45 see stats
By Andor "Thug Life" the Halfling Marauder level 29
59th Regrowth 123rd year of Ascendancy at 17:04 see stats
By Andor "Thug Life" the Halfling Marauder level 16
67th Dusk 122nd year of Ascendancy at 14:54 see stats
By Andor "Thug Life" the Halfling Marauder level 41
70th Pyre 123rd year of Ascendancy at 21:01 see stats
By Andor "Thug Life" the Halfling Marauder level 36
24th Pyre 123rd year of Ascendancy at 08:17 see stats
By Andor "Thug Life" the Halfling Marauder level 29
69th Regrowth 123rd year of Ascendancy at 15:33 see stats
By Andor "Thug Life" the Halfling Marauder level 37
35th Pyre 123rd year of Ascendancy at 22:06 see stats
By Andor "Thug Life" the Halfling Marauder level 50
46th Haze 123rd year of Ascendancy at 01:34 see stats
By Andor "Thug Life" the Halfling Marauder level 19
8th Decay 122nd year of Ascendancy at 17:36 see stats
By Andor "Thug Life" the Halfling Marauder level 28
38th Regrowth 123rd year of Ascendancy at 03:08 see stats
By Andor "Thug Life" the Halfling Marauder level 50
43rd Haze 123rd year of Ascendancy at 05:57 see stats
By Andor "Thug Life" the Halfling Marauder level 41
71st Pyre 123rd year of Ascendancy at 06:08 see stats
By Andor "Thug Life" the Halfling Marauder level 32
4th Pyre 123rd year of Ascendancy at 22:19 see stats
By Andor "Thug Life" the Halfling Marauder level 37
36th Pyre 123rd year of Ascendancy at 00:05 see stats
By Andor "Thug Life" the Halfling Marauder level 49
1st Time of Equilibrium 123rd year of Ascendancy at 23:50 see stats
By Andor "Thug Life" the Halfling Marauder level 10
8th Dusk 122nd year of Ascendancy at 02:53 see stats
By Andor "Thug Life" the Halfling Marauder level 20
1st Wintertide 123rd year of Ascendancy at 00:43 see stats
By Andor "Thug Life" the Halfling Marauder level 30
69th Regrowth 123rd year of Ascendancy at 18:32 see stats
By Andor "Thug Life" the Halfling Marauder level 40
64th Pyre 123rd year of Ascendancy at 09:39 see stats
By Andor "Thug Life" the Halfling Marauder level 50
1st Haze 123rd year of Ascendancy at 11:18 see stats
By Andor "Thug Life" the Halfling Marauder level 50
40th Haze 123rd year of Ascendancy at 04:26 see stats
By Andor "Thug Life" the Halfling Marauder level 50
12nd Haze 123rd year of Ascendancy at 10:36 see stats
By Andor "Thug Life" the Halfling Marauder level 16
57th Dusk 122nd year of Ascendancy at 16:15 see stats
By Andor "Thug Life" the Halfling Marauder level 30
80th Regrowth 123rd year of Ascendancy at 13:26 see stats
By Andor "Thug Life" the Halfling Marauder level 28
35th Regrowth 123rd year of Ascendancy at 15:38 see stats
By Andor "Thug Life" the Halfling Marauder level 37
42nd Pyre 123rd year of Ascendancy at 07:15 see stats
By Andor "Thug Life" the Halfling Marauder level 50
46th Haze 123rd year of Ascendancy at 01:34 see stats
By Andor "Thug Life" the Halfling Marauder level 41
71st Pyre 123rd year of Ascendancy at 06:08 see stats
By Andor "Thug Life" the Halfling Marauder level 7
5th Flare 122nd year of Ascendancy at 10:05 see stats
By Andor "Thug Life" the Halfling Marauder level 50
40th Haze 123rd year of Ascendancy at 10:13 see stats
By Andor "Thug Life" the Halfling Marauder level 50
46th Haze 123rd year of Ascendancy at 01:34 see stats
By Andor "Thug Life" the Halfling Marauder level 47
75th Dusk 123rd year of Ascendancy at 19:43 see stats
By Andor "Thug Life" the Halfling Marauder level 14
30th Dusk 122nd year of Ascendancy at 07:19 see stats
By Andor "Thug Life" the Halfling Marauder level 41
77th Pyre 123rd year of Ascendancy at 04:12 see stats
By Andor "Thug Life" the Halfling Marauder level 27
27th Regrowth 123rd year of Ascendancy at 07:57 see stats
By Andor "Thug Life" the Halfling Marauder level 16
51st Dusk 122nd year of Ascendancy at 13:59 see stats
By Andor "Thug Life" the Halfling Marauder level 34
12nd Pyre 123rd year of Ascendancy at 19:49 see stats
Log
The fabric of space around Andor "Thug Life" stabilizes to normal.
Andor "Thug Life" teleports some damage to Argoniel!
Andor "Thug Life" is unstoppable!
Acid Splash from Argoniel hits Argoniel for 41 teleported damage.
Acid Splash from Argoniel hits Andor "Thug Life" for (41 teleported), 0 acid (0 total damage).
Woeful Corrosion from Argoniel hits Andor "Thug Life" for (66 refused), 0 acid (0 total damage).
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Nightmare (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Nightmare (Adventure) difficulty)!
Andor "Thug Life" no longer revels in blood quite so much.
Saving game...
Andor "Thug Life" receives 1914 healing from Unstoppable.
Saving done.
Andor "Thug Life" is free from the acid.
Andor "Thug Life" slows down.
Andor "Thug Life" deactivates Trained Reactions.
Andor "Thug Life" slows down.
Andor "Thug Life" no longer revels in blood quite so much.
Andor "Thug Life" deactivates Total Thuggery.
Andor "Thug Life" feels pain again.
Andor "Thug Life" has finished recovering.
Andor "Thug Life" is free from the hex.
Andor "Thug Life" deactivates Precise Strikes.
Andor "Thug Life" slows down.
Andor "Thug Life" deactivates Skate.
Andor "Thug Life" is free from the acid.
Andor "Thug Life" is no longer cursed.