










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 30 / 29% |
| Size | huge |
| Lifes / Deaths | Killed by Weirdling Beast at level 14 on the 9th Dusk 123rd year of Ascendancy at 15:04 0 / 7Killed by venom drake at level 20 on the 50th Haze 123rd year of Ascendancy at 14:36 Killed by Iviselaith the large white snake at level 22 on the 73rd Haze 123rd year of Ascendancy at 13:19 Killed by Iviselaith the large white snake at level 22 on the 73rd Haze 123rd year of Ascendancy at 14:47 Killed by grave wight at level 24 on the 78th Regrowth 124th year of Ascendancy at 04:25 Killed by armoured skeleton warrior at level 25 on the 1st Pyre 124th year of Ascendancy at 11:20 Killed by temporal hound at level 30 on the 45th Pyre 124th year of Ascendancy at 09:39 |
Primary Stats
| Strength | 71 (base 49) |
| Dexterity | 46 (base 24) |
| Constitution | 54 (base 44) |
| Magic | 18 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 48 (base 25) |
Resources
| Life | -21/1193 |
| Stamina | 174/208 |
| Healing Factor | 1.4046428571428 |
| Regeneration | 49.228422936809 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +85.836909871245% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 38.989687335918 |
| See Invisible | 42.989687335918 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 44 |
| Crit Chance | 47% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 44 |
| Crit Chance | 44% |
| APR | 34 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 31 (50%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 48 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 15%( 70%) |
| Nature | + 15%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Disarm Resistance | 50% |
| Confusion Resistance | 29% |
| Knockback Resistance | 100% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 24.40, and stamina regeneration by 4.88. Bloodbath |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Reduces global action speed by 16%. Slow |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 7. Illness |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | 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 +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 171. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 |
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 | Ivowen the pair of hardened leather boots (0 def, 15 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +15 Fatigue -3% Phys.save +11 (+3 eff.) ---------- misc Max.enc +27 Stam/turn +0.40 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +55.00 Blind- +31% Confus- +19% ---------- misc Light +8 See.Stealth +6 See.Invis +10 Track: Puts all charms on 29 cooldown Level 4.0 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed hardened leather cap of sanctity (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +10% darkness Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
| On hands | restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 HP.reg +1.60 ---------- misc Stam/turn +0.70 Max.stam +24.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 cooldown Level 5.2 Pwr.cost 19 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Bloodcaller0.1 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. |
| Around neck | wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.30 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
| In main hand | Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| Around waist | drakeskin leather belt 'Lustrescar'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +6 Cun dps ---------- Phys.crit +8.0% Mind.crit +12% Phys.pwr +11 (+2 eff.) Dmg.mod +9% light Res.pen +5% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to blind ----- def ----- Spell.save +11 (+4 eff.) ---------- misc Mana/turn +0.55 Max.mana +50.00 Light +3 Size +1 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.5% APR / acc 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 (+7 eff.) Phys.save +15 (+5 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. |
| Cloak | Blazefear the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Melee Ret 20 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% nature +9% darkness Spell.save +36 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide hardened leather armour of Toknor (3 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +38.00 HP.reg +8.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
heroism infusion (+6 for 10 turns, die at -268)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 6 for 10 turns. While Heroism is active, you will only die when reaching -268 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. |
movement infusion of the titan (618% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 299 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 8; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 12%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% 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. |
wild infusion of the wizard (resist 20%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed 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 20% 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. |
Sealed Scroll of Last Hope0.1 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. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+16 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 22 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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." |
enraging steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Phys.spd +10% Dmg.mod +5% physical Amulets can have magical properties. |
Ring of Growth0.1 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 +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 9 bleed Ranged+ 9 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 bleed Ranged+ 12 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
balanced steel battleaxe of massacre (30.5-45.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Massive two-handed battleaxes. |
dwarven-steel battleaxe (34.5-51.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
inquisitor's stralite battleaxe (40-60 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Disrupt Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 20 arcane resource burn On Crit: * burns latent spell energy Massive two-handed battleaxes. |
thunderous dwarven-steel battleaxe of massacre (44.5-66.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature/Master Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 17% chance to daze at end of turn While equipped: Stats +5 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Res.pen +12% lightning Massive two-handed battleaxes. |
Deepsdare (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit: * 20% chance to inflict 15% damage reduction On Crit: * cripple the target While equipped: Stats +2 Cun dps ---------- Phys.crit +6.0% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +12 (+6 eff.) Heal/summ +20 Sharp, short and deadly. |
Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.5% APR / acc 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. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 55% Dex, 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
acidic dwarven-steel dagger of paradox (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.5 - 24.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 acid +12 temporal On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 8 temporal ----- def ----- Resists +7% temporal Sharp, short and deadly. |
truestriking dwarven-steel dagger of ruin (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 18.0 - 23.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Crit.mult +10.00% Res.pen +6% physical Acc +6 (+1 eff.) Apr +10 Sharp, short and deadly. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Skydream (46-73.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 lightning +19 cold On Crit.r2 +4 lightning On Crit: * cripple the target While equipped: Stats +2 Con dps ---------- Phys.crit +29.0% Dmg.mod +6% lightning ---------- misc Infravis +1 Massive two-handed swords. |
Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Gloriyalranor4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 nature +24 fire On Hit.r1 +10 mind While equipped: dps ---------- All.spd +2% Dmg.mod +18% physical Res.pen +15% physical +11% nature +11% fire ----- def ----- Resists +3% all +6% cold Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel mace of crippling (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +10.0% Res.pen +8% physical Acc +8 (+2 eff.) Apr +8 Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 35% Wil, 50% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+5 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 12 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 8 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 6 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
hardened leather sling of nature4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +5 nature While equipped: dps ---------- Res.pen +8% nature ----- def ----- Resists +4% all Slings are used to hurl stones or metal shots at your foes. |
Galoharagund the Starrip (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 light On Hit: * 40% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +3% Crit.mult +34.00% Spell.pwr +15 (+9 eff.) S.pwr/crit +3 Melee+ 43 fire Dmg.mod +20% darkness ----- def ----- Resists +3% temporal ---------- misc Light +2 See.Invis +21 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+14 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 11 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
shimmering yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+6 eff.) Dmg.mod +20% acid ---------- misc Mana/turn +0.19 Max.mana +64.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing stralite waraxe (32.5-45.5 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 70% Dex, 10% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 8 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Lightningvortex the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +6% mind Res.pen +25% lightning +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T2 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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Scalddare1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% arcane +6% fire Melee Ret 12 fire ----- def ----- Resists +5% arcane +21% fire A belt that goes around your waist. |
grounding hardened leather belt of burglary1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Lck ----- def ----- Resists +7% lightning +8% temporal Stealth +6 ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +7% temporal Max.HP +38.00 A belt that goes around your waist. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe of alchemy (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +7% acid +8% physical +7% cold +7% fire ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +14% physical +13% cold +13% fire Mind.save +18 (+9 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +8% fire Disengage: Puts all charms on 11 cooldown Level 1.0 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 100% 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Wyrmbreath (0 def, 4 armour)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 18 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 201.38 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. |
polar hardened leather gloves of sorrow (0 def, 2 armour)1.0 T3 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 7 cold 14 mind 18 darkness Dmg.mod +5% cold On Hit (Melee): * 15% chance to cause random gloom ----- def ----- Armour +2 Resists +7% cold Mind.save -12 (-6 eff.) Ruined Earth: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 mind Dmg.mod +4% mind ----- def ----- Armour +1 Resists +5% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 HP.reg +2.70 ---------- misc Stam/turn +0.80 Max.stam +19.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor Reqs Mag 25,Wil 20 [Unique] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +3% Dmg.mod +8% blight +13% arcane +3% darkness Res.pen +10% mind Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction ----- def ----- Resists +8% blight +6% darkness Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 18 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 7%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Ivubremira the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +9% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +9% fire Spell.save +3 (+1 eff.) A cap made of leather. |
bladed dwarven-steel helm of precognition (4 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Str dps ---------- Acc +6 (+1 eff.) Melee Ret 7 physical On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +4% Skullcracker: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 269.7 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +7% cold +6% temporal ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +2 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Max.HP +55.00 HP.reg +4.60 Heal.mod +15% ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
enlightening reinforced leather armour of spell shielding (4 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +8% arcane Spell.save +10 (+3 eff.) Mind.save +14 (+7 eff.) A suit of armour made of leather. |
hardened leather armour 'Sepsisvagrant' (3 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% acid Melee Ret 8 light 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% blight +18% darkness +12% nature ---------- misc Light +1 A suit of armour made of leather. |
hardened leather armour of Eyal (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Max.HP +40.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of leather. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
cleansing dwarven-steel plate armour of the dragon (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Ego+] Nature/Disrupt While equipped: Stats +1 Str +2 Con ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +7% acid +7% physical +7% fire +12% blight +5% cold +13% nature +8% lightning Disarm- +27% Stun/Frz- +23% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable stralite plate armour (7 def, 22 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego] Master While equipped: ----- def ----- Armour +22 Defense +7 (+3 eff.) Fatigue +26% A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield (8 def, 2 armour, 78 block)7.0 T3 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
dwarven-steel shield of acid resistance (+20%) (8 def, 2 armour, 86 block)7.0 T3 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +20% acid ---------- misc Talents +3 Block Handheld deflection devices. |
icy dwarven-steel shield of radiance (8 def, 2 armour, 83.5 block)7.0 T3 shield armor [Ego+] Arcane/Nature While equipped: Stats +4 Con +3 Mag dps ---------- Melee+ 8 cold Melee Ret 12 ice On Melee Ret: * 18% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +13% light ---------- misc Talents +3 Block Handheld deflection devices. |
13 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
52 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blackspitter (dig speed 23 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +6% mind +6% darkness Res.pen +10% darkness +15% mind Acc +5 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +7% mind +8% fire ----- def ----- Mind.save +5 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
burglar's alchemist's lamp of clarity1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +5 Cun ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light -7 Infravis +6 See.Stealth +10 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +7% blight HP.reg +1.10 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 20 fire ----- def ----- Resists +7% fire Mind.save +7 (+4 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psionic stralite torque of clear mind [power 3] (12/8 cooldown)2.0 T4 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 8 cooldown 100% to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments [power 2] (12/8 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 26] (12/15 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Usdeori the Ogre Berserker level 27
20th Pyre 124th year of Ascendancy at 21:03 see stats
Against all odds
Killed Ukruk in the ambush.By Usdeori the Ogre Berserker level 27
18th Pyre 124th year of Ascendancy at 04:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Usdeori the Ogre Berserker level 9
53rd Dusk 122nd year of Ascendancy at 04:47 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Usdeori the Ogre Berserker level 29
45th Pyre 124th year of Ascendancy at 00:25 see stats
Exterminator
Killed 1000 creatures.By Usdeori the Ogre Berserker level 15
71st Dusk 123rd year of Ascendancy at 15:46 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Usdeori the Ogre Berserker level 17
24th Haze 123rd year of Ascendancy at 23:29 see stats
Fear me not!
Survived the Fearscape!By Usdeori the Ogre Berserker level 27
25th Pyre 124th year of Ascendancy at 04:20 see stats
Guiding Hand
Saved all escorted adventurers.By Usdeori the Ogre Berserker level 28
41st Pyre 124th year of Ascendancy at 21:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Usdeori the Ogre Berserker level 14
9th Dusk 123rd year of Ascendancy at 17:44 see stats
Level 10
Got a character to level 10.By Usdeori the Ogre Berserker level 10
18th Haze 122nd year of Ascendancy at 17:53 see stats
Level 20
Got a character to level 20.By Usdeori the Ogre Berserker level 20
49th Haze 123rd year of Ascendancy at 14:41 see stats
Level 30
Got a character to level 30.By Usdeori the Ogre Berserker level 30
45th Pyre 124th year of Ascendancy at 00:51 see stats
Size is everything
Did over 1500 damage in one attack.By Usdeori the Ogre Berserker level 28
35th Pyre 124th year of Ascendancy at 12:28 see stats
Size matters
Did over 600 damage in one attack.By Usdeori the Ogre Berserker level 19
41st Haze 123rd year of Ascendancy at 01:36 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Usdeori the Ogre Berserker level 30
45th Pyre 124th year of Ascendancy at 02:21 see stats
The Arena
Unlocked Arena mode.By Usdeori the Ogre Berserker level 6
6th Mirth 122nd year of Ascendancy at 05:34 see stats
The secret city
Discovered the truth about mages.By Usdeori the Ogre Berserker level 6
19th Dusk 122nd year of Ascendancy at 11:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Usdeori the Ogre Berserker level 25
1st Time of Balance 124th year of Ascendancy at 11:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Usdeori the Ogre Berserker level 15
70th Dusk 123rd year of Ascendancy at 23:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Usdeori the Ogre Berserker level 26
17th Pyre 124th year of Ascendancy at 10:30 see stats
Log
Skeleton master archer uses Crippling Shot.
Usdeori is unstoppable!
Copperhead snake hits Usdeori for (15 refused), 0 physical (0 total damage).
Usdeori hits Copperhead snake for 20 lightning, 6 physical (26 total damage).
Usdeori is no longer poisoned.
Talent Death Dance is ready to use.
Layeritira the snow giant casts Mind Disruption.
Usdeori wanders around!.
Usdeori slows down.
Usdeori is afflicted by a crippling illness!
Usdeori is unstoppable!
Skeleton master archer's Crippling Shot hits Usdeori for (80 refused), 0 physical, (10 refused), 0 blight (0 total damage).
Usdeori is unstoppable!
Usdeori leeches life from Temporal hound!
Usdeori hits Temporal hound for 20 lightning, 5 physical (25 total damage).
Usdeori hits Temporal hound for 20 lightning, 5 physical (25 total damage).
Temporal hound hits Usdeori for (31 refused), 0 temporal, (29 refused), 0 physical (0 total damage).
Temporal hound hits Usdeori for (29 refused), 0 temporal, (27 refused), 0 physical (0 total damage).
Skeleton master archer shoots!
Usdeori is confused and fails to use Rune: Phase Door.
Usdeori is unstoppable!
Copperhead snake hits Usdeori for (16 refused), 0 physical (0 total damage).
Usdeori hits Copperhead snake for 20 lightning, 6 physical (26 total damage).
Talent Rush is ready to use.
Talent Daunting Presence is ready to use.
Usdeori receives 331 healing from Unstoppable.
Skeleton master archer's Shoot hits Usdeori for 66 physical, 10 blight (76 total damage).
Zubyleth the skeleton warrior casts Searing Light.
Saving game...


























































































































