











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 57 / 23% |
Size | huge |
Lifes / Deaths | Killed by Zuburadhera the red crystal at level 12 on the 74th Pyre 122nd year of Ascendancy at 15:05 / 63Killed by Salilebeth the forest troll at level 15 on the 5th Mirth 122nd year of Ascendancy at 00:01 Killed by Salilebeth the forest troll at level 15 on the 5th Mirth 122nd year of Ascendancy at 01:58 Killed by Salilebeth the forest troll at level 15 on the 5th Mirth 122nd year of Ascendancy at 03:24 Killed by storm drake hatchling at level 15 on the 5th Mirth 122nd year of Ascendancy at 08:39 Killed by skeleton warrior at level 16 on the 5th Mirth 122nd year of Ascendancy at 11:10 Killed by Salilebeth the forest troll at level 16 on the 5th Mirth 122nd year of Ascendancy at 12:53 Killed by minotaur at level 17 on the 6th Mirth 122nd year of Ascendancy at 03:31 Killed by void horror at level 18 on the 6th Mirth 122nd year of Ascendancy at 19:52 Killed by Ce'Nurawyn the bandit at level 18 on the 6th Mirth 122nd year of Ascendancy at 23:36 Killed by Belogarena the cutpurse at level 19 on the 7th Mirth 122nd year of Ascendancy at 18:44 Killed by Eilinath the derth guard at level 23 on the 2nd Summertide 122nd year of Ascendancy at 07:04 Killed by Eilinath the derth guard at level 23 on the 2nd Summertide 122nd year of Ascendancy at 08:22 Killed by thief at level 24 on the 1st Flare 122nd year of Ascendancy at 12:19 Killed by rogue at level 25 on the 1st Flare 122nd year of Ascendancy at 15:02 Killed by elven mage at level 28 on the 9th Flare 122nd year of Ascendancy at 13:26 Killed by ogre pounder at level 29 on the 9th Flare 122nd year of Ascendancy at 17:20 Killed by Ivassra the elven tempest at level 30 on the 9th Flare 122nd year of Ascendancy at 19:51 Killed by Ivassra the elven tempest at level 30 on the 9th Flare 122nd year of Ascendancy at 21:14 Killed by elven blood mage at level 31 on the 10th Flare 122nd year of Ascendancy at 03:13 Killed by elven guard at level 31 on the 10th Flare 122nd year of Ascendancy at 04:55 Killed by elven warrior at level 31 on the 10th Flare 122nd year of Ascendancy at 12:35 Killed by elven blood mage at level 34 on the 10th Flare 122nd year of Ascendancy at 23:51 Killed by elven tempest at level 35 on the 1st Dusk 122nd year of Ascendancy at 02:46 Killed by elven corruptor at level 36 on the 1st Dusk 122nd year of Ascendancy at 04:19 Killed by Emeludamina the elven mage at level 37 on the 1st Dusk 122nd year of Ascendancy at 10:52 Killed by Xanibeth the elven tempest at level 37 on the 1st Dusk 122nd year of Ascendancy at 13:30 Killed by Emeludamina the elven mage at level 37 on the 1st Dusk 122nd year of Ascendancy at 14:52 Killed by elven blood mage at level 38 on the 1st Dusk 122nd year of Ascendancy at 17:10 Killed by Emeludamina the elven mage at level 38 on the 1st Dusk 122nd year of Ascendancy at 18:20 Killed by elven blood mage at level 38 on the 1st Dusk 122nd year of Ascendancy at 20:08 Killed by Xeryminne the elven guard at level 38 on the 1st Dusk 122nd year of Ascendancy at 21:49 Killed by elven tempest at level 39 on the 2nd Dusk 122nd year of Ascendancy at 01:40 Killed by Emelonor the elven guard at level 39 on the 2nd Dusk 122nd year of Ascendancy at 03:20 Killed by Betuvena the elven guard at level 39 on the 2nd Dusk 122nd year of Ascendancy at 08:35 Killed by war hound at level 39 on the 2nd Dusk 122nd year of Ascendancy at 10:20 Killed by ritch flamespitter at level 39 on the 2nd Dusk 122nd year of Ascendancy at 11:51 Killed by Arubremira the ogre rune-spinner at level 40 on the 3rd Dusk 122nd year of Ascendancy at 00:40 Killed by Silidhenn the elven guard at level 40 on the 3rd Dusk 122nd year of Ascendancy at 02:16 Killed by Arubremira the ogre rune-spinner at level 40 on the 3rd Dusk 122nd year of Ascendancy at 03:53 Killed by Eilineda the elven corruptor at level 41 on the 3rd Dusk 122nd year of Ascendancy at 05:51 Killed by Xanysetira the mean looking elven guard at level 42 on the 3rd Dusk 122nd year of Ascendancy at 17:45 Killed by Xanysetira the mean looking elven guard at level 42 on the 3rd Dusk 122nd year of Ascendancy at 19:29 Killed by Xanysetira the mean looking elven guard at level 42 on the 3rd Dusk 122nd year of Ascendancy at 20:44 Killed by Xivea the elven blood mage at level 46 on the 4th Dusk 122nd year of Ascendancy at 14:58 Killed by Glyna the ogre mauler at level 46 on the 4th Dusk 122nd year of Ascendancy at 20:09 Killed by Elyriariara the poison ooze at level 49 on the 13rd Dusk 122nd year of Ascendancy at 20:27 Killed by Cyroba the slimy ooze at level 49 on the 13rd Dusk 122nd year of Ascendancy at 22:57 Killed by Ogre Reaver's Inner Demon at level 51 on the 14th Dusk 122nd year of Ascendancy at 16:00 Killed by Salelratha the poison ooze at level 51 on the 14th Dusk 122nd year of Ascendancy at 17:31 Killed by minotaur at level 54 on the 15th Dusk 122nd year of Ascendancy at 14:23 Killed by shadow at level 54 on the 15th Dusk 122nd year of Ascendancy at 16:45 Killed by Xyssra the crimson ooze at level 54 on the 15th Dusk 122nd year of Ascendancy at 18:13 Killed by shadow at level 54 on the 15th Dusk 122nd year of Ascendancy at 19:33 Killed by Xyssra the crimson ooze at level 54 on the 15th Dusk 122nd year of Ascendancy at 21:32 Killed by shadow at level 55 on the 15th Dusk 122nd year of Ascendancy at 23:04 Killed by shadow at level 55 on the 16th Dusk 122nd year of Ascendancy at 01:48 Killed by Gluleth the poison ooze at level 55 on the 16th Dusk 122nd year of Ascendancy at 10:04 Killed by Layumitta the poison ooze at level 55 on the 32nd Dusk 122nd year of Ascendancy at 08:40 Killed by Layumitta the poison ooze at level 55 on the 32nd Dusk 122nd year of Ascendancy at 10:32 Killed by Gisethra the poison ooze at level 55 on the 32nd Dusk 122nd year of Ascendancy at 12:02 Killed by shadow at level 55 on the 32nd Dusk 122nd year of Ascendancy at 14:40 Killed by Gisethra the poison ooze at level 57 on the 32nd Dusk 122nd year of Ascendancy at 23:48 |
Primary Stats
Strength | 89 (base 32) |
Dexterity | 65 (base 11) |
Constitution | 129 (base 55) |
Magic | 140 (base 67) |
Willpower | 74 (base 10) |
Cunning | 127 (base 61) |
Resources
Life | 2805/2805 |
Mana | 939/939 |
Vim | 323/323 |
Healing Factor | 2.5 |
Regeneration | 20.875 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 15 |
Infravision | 16 |
See Stealth | 17 |
See Invisible | 33 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 144 |
Accuracy | 62 |
Crit Chance | 116% |
APR | 55 |
Speed | 0.91 |
Offense: Offhand
Damage | 93 |
Accuracy | 62 |
Crit Chance | 117% |
APR | 56 |
Speed | 0.91 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 91% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 93% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +40% |
Arcane | +51% |
Cold | +37% |
All | +12% |
Darkness | +21% |
Lightning | +67% |
Temporal | +22% |
Physical | +28% |
Mind | +37% |
Fire | +68% |
Nature | +30% |
Offense: Damage Penetration
Acid | +21% |
Blight | +26% |
Arcane | +16% |
Cold | +24% |
All | +11% |
Lightning | +31% |
Temporal | +31% |
Darkness | +45% |
Physical | +21% |
Mind | +61% |
Nature | +41% |
Defense: Base
Armour (hardiness) | 104.88330776699 (81.030927835052%) |
Defense | 51 |
Ranged Defense | 57 |
Fatigue | 18 |
Physical Save | 65 |
Spell Save | 61 |
Mental Save | 81 |
Defense: Resistances
Acid | + 60%( 74%) |
Blight | + 74%( 74%) |
Arcane | + 24%( 74%) |
Cold | + 36%( 74%) |
All | + 15%( 74%) |
Darkness | + 74%( 74%) |
Lightning | + 74%( 74%) |
Temporal | + 60%( 74%) |
Physical | + 41%( 74%) |
Mind | + 37%( 74%) |
Fire | + 28%( 74%) |
Nature | + 41%( 74%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 28% |
Poison Resistance | 22% |
Blind Resistance | 22% |
Disarm Resistance | 85% |
Teleport Resistance | 50% |
Pinning Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 851 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 946 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Corruption / Vim | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Willful Tormenter |
talent | Blood Vengeance |
talent | Infestation |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
Quests
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 |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 44% of the way to your next Rank. You have killed: 81 Uniques 33 Bosses 51 Elite Bosses 6 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed wretchling eyeball. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +19 Defense: +19 (+6 eff.) Fatigue: +5% Changes stats: +10 Str / +8 Dex / +5 Mag / +6 Cun / +15 Con / +13 Lck Changes resistances: +23% darkness / +26% temporal Changes resistances penetration: +19% darkness / +20% temporal Changes damage: +9% physical Stealth bonus: +7 Physical save: +23 (+6 eff.) Mental save: +25 (+5 eff.) Maximum stamina: +5.00 Maximum psi: +20.00 Spellpower: +6 (+1 eff.) See invisible: +9 Defense after a teleport: +27 Resist all after a teleport: +18% New effects duration reduction after a teleport: +22% Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * Slows global speed by 43% * 40% chance to blind Damage (Ranged): +24 nature / +21 fire Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +40 light / +13 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +24 (+5 eff.) Armour: +6 Damage when hit (Melee): 4 physical Changes stats: +16 Wil Changes resistances: +5% arcane Changes resistances penetration: +20% nature / +5% arcane / +11% all Critical mult.: +48.00% Mental save: +20 (+4 eff.) Maximum life: +20.00 Maximum stamina: +10.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: +5 See stealth: +17 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +22 Dex / +8 Mag / +7 Wil / +6 Cun Changes resistances: +15% acid / +22% darkness / +12% lightning / +13% cold / +15% nature / +15% fire Changes resistances penetration: +10% acid / +10% mind Changes damage: +16% blight / +18% arcane / +6% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Spell save: +10 (+3 eff.) Maximum life: +93.00 Spell crit. chance: +5% Mental crit. chance: +3% Infravision radius: +7 Healing mod.: +27% A cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +14 Armour: +31 Damage (Melee): 19 temporal Damage (Ranged): 19 temporal Changes stats: +5 Dex / +8 Cun / +2 Con Changes resistances: +3% mind / +15% temporal Changes resistances penetration: +10% physical Changes damage: +10% temporal Physical save: +10 (+3 eff.) Mental save: +51 (+10 eff.) Disarm immunity: +50% Maximum life: +215.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Armour: +4 Defense: +6 (+2 eff.) Fatigue: -8% Effects on melee hit: * 34% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +12 Str / +4 Mag / +4 Cun / +3 Con Changes resistances: +6% lightning / +8% physical / +9% acid / +6% blight Changes damage: +3% blight / +11% fire / +10% mind / +18% lightning Mental save: +10 (+2 eff.) Maximum mana: +43.00 Spell crit. chance: +8% Light radius: +1 Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +14 (+3 eff.) Damage when hit (Melee): 8 mind / 16 fire Changes stats: +7 Cun / +6 Dex Changes resistances: +7% blight / +9% mind / +10% nature / +32% lightning Changes resistances penetration: +15% mind Changes damage: +16% lightning / +12% fire / +3% mind / +7% all Poison immunity: +22% Disease immunity: +21% Disarm immunity: +35% Pinning immunity: +38% Knockback immunity: +38% Life regen: +1.40 Maximum life: +114.00 Spellpower: +14 (+3 eff.) Mindpower: +14 (+3 eff.) Healing mod.: +21% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Damage when hit (Melee): 23 mind Changes stats: +14 Mag / +14 Wil / +6 Cun / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +5% nature / +15% darkness Changes damage: +9% darkness / +18% nature / +5% all Spell save: +12 (+3 eff.) Mental save: +8 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +7.00 Spellpower: +29 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane / 12 nature Changes resistances: +14% mind / +5% arcane / +6% nature Changes resistances cap: +4% all Changes damage: +12% arcane / +7% physical Physical save: +14 (+4 eff.) Blindness immunity: +12% Confusion immunity: +28% Teleport immunity: +50% Infravision radius: +5 Sight radius: +2 See invisible: +9 Combat speed: +10% It can be used to teleport you randomly (rad 41), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +20.0% Physical power: +9 (+2 eff.) Changes stats: +10 Con Changes resistances penetration: +20% lightning / +12% cold Changes damage: +3% lightning / +25% cold Talent granted: +1 Command Staff Critical mult.: +33.00% Life regen: +3.40 Mana each turn: +0.31 Mana when firing critical spell: +5.00 Maximum mana: +140.00 Spellpower: +41 (+7 eff.) Spell crit. chance: +8% Healing mod.: +52% Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +10 Dex / +5 Mag / +6 Wil / +9 Cun / +5 Con Changes resistances: +12% cold Changes resistances penetration: +15% blight Mental save: +13 (+2 eff.) Stun/Freeze immunity: +25% Only die when reaching: -80.00 life Maximum life: +70.00 Spell crit. chance: +6% Mindpower: +8 (+2 eff.) Mental crit. chance: +27% It can be used to create a temporary shield that absorbs 380 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 18% chance to blind Damage when hit (Melee): 4 lightning Changes stats: +19 Mag / +11 Cun / +28 Con Changes resistances: +9% blight / +12% lightning Changes resistances penetration: +5% nature Changes damage: +9% blight / +30% fire / +18% lightning Talent granted: +1 Command Staff Critical mult.: +50.00% Life regen: +3.30 Vim when firing critical spell: +14.00 Maximum vim: +92.00 Maximum neg.energy: +96.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +50% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 159.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 fire Changes stats: +2 Str / +4 Dex / +6 Mag / +9 Wil / +7 Cun / +2 Con Changes resistances penetration: +25% mind Changes damage: +12% mind / +3% fire Critical mult.: +20.00% Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Psi when hit: +0.04 Spell crit. chance: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+5 eff.) Armour: +10 Defense: +14 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 12 light / 14 physical Changes stats: +26 Str / +10 Mag / +14 Wil / +7 Con Changes resistances: +19% lightning / +23% physical / +47% darkness / +30% blight / +9% acid / +12% temporal Changes damage: +9% arcane Physical save: +17 (+4 eff.) Blindness immunity: +10% Disease immunity: +20% Pinning immunity: +10% Maximum life: +77.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mindpower: +24 (+6 eff.) Mental crit. chance: +9% Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
![]() wild infusion of the titan (resist 33%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +9 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 4 light / 16 nature Changes stats: +8 Dex / +6 Mag / +8 Wil / +18 Cun Changes resistances: +31% light / +6% nature Changes damage: +23% light Stun/Freeze immunity: +34% Life regen: +4.00 Spellpower: +12 (+3 eff.) Mindpower: +13 (+3 eff.) Light radius: +3 Rings can have magical properties. |
![]() balanced steel battleaxe of persecution (21.5-32.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage against: +13% Unnatural When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Wil Disarm immunity: +28% Massive two-handed battleaxes. |
![]() Aerabeth the iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 55% chance to cause random gloom * 47% chance to disease * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing * splashes the target with acid Damage (Melee): +7 acid / +7 blight / +8 cold / +8 mind Burst (radius 1) on hit: +16 mind / +4 blight When wielded/worn: Armour penetration: +6 Physical crit. chance: +12.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Changes damage: +6% blight Critical mult.: +10.00% Disease immunity: +12% Sharp, short and deadly. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 222.19 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom * 20% chance to torment the target Damage Shield penetration (this weapon only): +41% Damage (Melee): +23 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +32 (+7 eff.) Armour penetration: +14 Physical crit. chance: +16.0% Defense: +32 (+10 eff.) Changes stats: +8 Dex / +5 Mag / +7 Wil / +6 Cun / +2 Con Changes resistances penetration: +14% mind / +21% darkness Critical mult.: +19.00% Disarm immunity: +102% Light radius: +2 Infravision radius: +2 Massive two-handed mauls. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 391.81 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +28 ice / +15 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Armour: +15 Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +28% acid / +15% cold / +20% fire Changes damage: +6% temporal Critical mult.: +20.00% Global speed: +6% Sharp, long, and deadly. |
![]() blooming mossy mindstar of the jelly (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +13 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +2% darkness Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +15% mind Changes damage: +9% mind / +15% darkness Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +19% It can be used to unleash an elemental blastwave, dealing 138.55 to 166.26 darkness damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Olorak (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +8 lightning / +8 cold / +8 arcane / +8 acid Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Physical crit. chance: +7.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +3 Con Changes resistances penetration: +7% physical Changes damage: +7% physical Critical mult.: +12.00% Life regen: +1.00 Stamina each turn: +1.00 Stamina when hit: +0.90 Healing mod.: +5% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 8 fire Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +11% darkness / +12% temporal Grants telepathy: Humanoid/Orc Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 4 darkness / 20 mind Changes resistances: +6% mind Changes resistances penetration: +25% darkness / +7% physical Changes damage: +6% darkness / +6% mind Life regen: +2.10 Stamina each turn: +0.30 Maximum life: +33.00 Infravision radius: +2 Movement speed: +10% Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +4 Dex / +5 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +3% nature / +6% darkness Changes damage: +3% acid Reduces incoming crit damage: 15.00% Mental save: +3 (+0 eff.) Poison immunity: +10% Life regen: +3.90 Mana each turn: +0.59 Maximum mana: +53.00 Spell crit. chance: +3% Infravision radius: +2 Healing mod.: +19% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Dex Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness Maximum encumbrance: +45 Physical save: +21 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +13 (+2 eff.) Infravision radius: +3 Movement speed: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +71 (+15 eff.) Armour penetration: +28 Armour: +15 Damage when hit (Melee): 16 fire Changes stats: +26 Dex / +18 Cun / +7 Con Changes resistances: +3% fire Changes resistances penetration: +15% physical Physical save: +30 (+8 eff.) Spell save: +9 (+2 eff.) Mental save: +23 (+4 eff.) Disarm immunity: +42% Stamina each turn: +0.60 Maximum life: +76.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +15 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +12 Str / +4 Con Changes resistances: +12% acid / +3% temporal / +13% lightning / +17% fire / +12% cold / +6% all Changes resistances penetration: +5% temporal Changes damage: +6% acid / +21% fire Physical save: +13 (+3 eff.) Infravision radius: +3 A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +8 Str / +2 Dex / +7 Wil / +7 Con Changes resistances: +7% lightning / +12% physical / +9% temporal Changes damage: +6% physical Reduces incoming crit damage: 5.00% Physical save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Light radius: +3 A cap made of leather. |
![]() iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% cold A suit of armour made of mail. |
![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Armour: +7 Defense: +23 (+8 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes stats: +2 Str Changes resistances: +13% light / +3% physical / +14% darkness / +5% arcane Changes damage: +6% physical Critical mult.: +20.00% Stamina each turn: +1.30 Only die when reaching: -20.00 life Maximum stamina: +10.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 180 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind / 21 blight Changes stats: +7 Str / +6 Cun / +3 Con Changes resistances: +10% darkness / +12% blight / +10% fire / +3% mind / +30% nature Changes resistances penetration: +10% blight Changes damage: +18% nature Maximum life: +33.00 Maximum stamina: +29.00 Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Mental save: +6 (+1 eff.) Spellpower: +6 (+1 eff.) Light radius: +4 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * Slows global speed by 8% * 40% chance to daze at end of turn Damage (Ranged): +20 lightning Burst (radius 1) on hit: +28 mind Burst (radius 2) on crit: +16 mind / +12 lightning Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% fire / +12% cold Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Blindness immunity: +5% Cut immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ogre Reaver the Ogre Reaver level 45
4th Dusk 122nd year of Ascendancy at 08:10 see stats
By Ogre Reaver the Ogre Reaver level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ogre Reaver the Ogre Reaver level 20
7th Mirth 122nd year of Ascendancy at 20:14 see stats
By Ogre Reaver the Ogre Reaver level 30
9th Flare 122nd year of Ascendancy at 18:26 see stats
By Ogre Reaver the Ogre Reaver level 40
2nd Dusk 122nd year of Ascendancy at 23:31 see stats
By Ogre Reaver the Ogre Reaver level 50
14th Dusk 122nd year of Ascendancy at 01:50 see stats
By Ogre Reaver the Ogre Reaver level 55
16th Dusk 122nd year of Ascendancy at 06:37 see stats
By Ogre Reaver the Ogre Reaver level 40
3rd Dusk 122nd year of Ascendancy at 05:05 see stats
By Ogre Reaver the Ogre Reaver level 55
32nd Dusk 122nd year of Ascendancy at 11:45 see stats
By Ogre Reaver the Ogre Reaver level 22
9th Mirth 122nd year of Ascendancy at 15:03 see stats
By Ogre Reaver the Ogre Reaver level 39
2nd Dusk 122nd year of Ascendancy at 18:32 see stats
Log
Ogre Reaver's Channel Staff hits Iserin the grey mold for 480 cold damage.
Talent Worm Walk is ready to use.
Iserin the grey mold uses Nature's Touch.
Iserin the grey mold receives 159 healing.
Ogre Reaver casts Drain.
Ogre Reaver's spell attains critical power!
Ogre Reaver's Drain hits Thief for 276 blight damage.
Ogre Reaver's Drain hits Iserin the grey mold for 773 blight damage.
Ogre Reaver's Drain killed Thief!
Ogre Reaver's Drain killed Iserin the grey mold!
You pickup 0.80 gold pieces.
You pickup 0.55 gold pieces.
Ogre Reaver picks up (c.): Aerabeth the iron dagger (10-13 power, 5 apr).
Ogre Reaver picks up (j.): Olorak (11.5-16.1 power, 2 apr).
You pickup 0.75 gold pieces.
Ogre Reaver picks up (a.): wild infusion of the titan (resist 33%; cure physical).
Ogre Reaver picks up (d.): balanced steel battleaxe of persecution (21.5-32.25 power, 2 apr).
Ogre Reaver picks up (u.): iron mail armour of cold resistance (2 def, 4 armour).
Ogre Reaver picks up (j.): horrifying mossy mindstar of balance (3-3.3 power, 12 apr, mind damage).
Ogre Reaver picks up (j.): blooming mossy mindstar of the jelly (3-3.3 power, 12 apr, nature damage).
Ogre Reaver deactivates Willful Tormenter.
Ogre Reaver deactivates Infestation.
Ogre Reaver deactivates Bone Shield.
Ogre Reaver deactivates Blood Vengeance.
Ogre Reaver deactivates Overkill.
Ogre Reaver deactivates Ruin.