










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 46 / 7% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 102 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 81 (base 60) |
Magic | 11 (base 10) |
Willpower | 25 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | 1679/1679 |
Psi | 115/115 |
Stamina | 212/212 |
Equilibrium | 45 |
Healing Factor | 2.1243027888447 |
Regeneration | 16.675776892431 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 31.531537443297 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 169 |
Accuracy | 69 |
Crit Chance | 40% |
APR | 25 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +24% |
Mind | +18% |
All | +2% |
Darkness | +23% |
Light | +17% |
Temporal | +11% |
Lightning | +11% |
Fire | +17% |
Nature | +18% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +25% |
Physical | +7% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 61.750838561307 (100%) |
Defense | 64 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 37 |
Mental Save | 41 |
Defense: Resistances
Blight | + 47%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 42%( 70%) |
All | + 15%( 70%) |
Darkness | + 62%( 70%) |
Light | + 29%( 70%) |
Temporal | + 28%( 70%) |
Fire | + 56%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 35% |
Disarm Resistance | 15% |
Confusion Resistance | 52% |
Knockback Resistance | 57% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 696 life over 5 turns. Its effects scale with your Constitution 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 569 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+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 3 of Dreadfell. Escort: repented thief (level 3 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 4 of Dreadfell. Escort: repented thief (level 4 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 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 successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 936. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | active |
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 | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +3 Dex +1 Mag +2 Wil +3 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +9% physical ----- def ----- Armour +5 Fatigue -1% Resists +5% arcane Crit.dmg- 5.00% Max.HP +51.00 ---------- misc Stam/turn +0.70 Light +2 See.Invis +9 Size +1 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 74, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 258.30 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +20 Str +8 Dex +9 Cun dps ---------- Res.pen +15% blight Acc +9 (+2 eff.) Melee Ret 10 physical On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +12 (+3 eff.) Fatigue +5% Heal.mod +10% ---------- misc Stam/turn +0.20 Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 1331.3 Physical damage. If the attack hits, the target is confused (44% 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. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+6 eff.) ---------- misc Light +1 Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 142.80 arcane damage and stunned). Uses 60 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature +6% darkness Melee Ret 20 darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% nature +12% darkness ---------- misc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 16 lightning ----- def ----- Resists +9% temporal Spell.save +6 (+3 eff.) Die.at -40.00 life HP.reg +4.00 Disarm- +15% Pinning- +35% Stun/Frz- +67% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% fire On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 44% chance to disease * 40% chance to inflict 15% damage reduction ----- def ----- Fatigue -8% Resists +12% cold +42% fire Mind.save +11 (+4 eff.) Confus- +42% ---------- misc Max.enc +26 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Wil dps ---------- Dmg.mod +6% mind +9% temporal Melee Ret 8 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -7% Resists +16% light +17% darkness HP.reg +1.20 Blind- +28% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Master/Psionic Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +13% physical Res.pen +7% physical Apr +12 ----- def ----- Resists +6% darkness +6% temporal Crit.dmg- 10.00% Blind- +10% Teleport- +10% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T5 shield armor [Ego+] Master When used to Attack: Power 71.5 - 85.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +204 On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +25% lightning Melee Ret 12 fire ----- def ----- Defense +3 (+0 eff.) Resists +18% blight +6% fire +15% nature Phys.save +9 (+3 eff.) Mind.save +12 (+4 eff.) Die.at -50.00 life HP.reg +2.40 Heal.mod +30% ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -548 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. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 12 turns. While Heroism is active, you will only die when reaching -563 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. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.28 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 841% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 808% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 729% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 596% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.6 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% physical Apr +5 ----- def ----- Resists +6% temporal +28% cold +19% fire Max.HP +40.00 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% physical Res.pen +15% physical Melee Ret 12 fire ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +9 (+3 eff.) Max.HP +50.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil dps ---------- Mind.crit +2% Dmg.mod +6% acid Res.pen +10% mind ---------- misc Equi/ret +0.16 Psi/ret +0.16 Hate/m.crit +5.00 Telepathy Humanoid/Orc Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +6.00% Phys.pwr +6 (+2 eff.) Res.pen +20% physical ----- def ----- Resists +7% physical Crit.dmg- 15.00% ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.60 Heal.mod +14% Cut- +50% ---------- misc Stam/turn +0.50 Heal: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% lightning Acc +4 (+1 eff.) ----- def ----- Armour +14 HP.reg +4.00 Stun/Frz- +36% ---------- misc Stam/turn +0.40 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid +3% arcane Res.pen +10% arcane +5% blight On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -4% Resists +20% acid Max.HP +24.00 Disarm- +20% Pinning- +30% Knockbk- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Wil +8 Cun ----- def ----- Armour +8 Resists +9% nature Mind.save +10 (+3 eff.) Heal/summ +20 ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +6 (+2 eff.) Mov.spd +14% Acc +7 (+2 eff.) Melee Ret 20 mind ----- def ----- Defense +8 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.hate +10.00 Telepathy Dragon Demon/Major Demon/Minor Blinding Speed: Puts all charms on 24 cooldown Level 3.9 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Dex +5 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness ----- def ----- Phys.save +20 (+6 eff.) Max.HP +27.00 HP.reg +0.40 Disarm- +32% Pinning- +26% Knockbk- +27% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +12% light Mind.save +39 (+13 eff.) Confus- +53% Stun/Frz- +35% Knockbk- +15% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 35% Str, 55% Dex Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 11 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 3.0 T3 greatsword 2H weapon [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. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Disrupt/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Slows global speed by 13% * 20 arcane resource burn * leeches stamina from the target On Crit: * burns latent spell energy While equipped: dps ---------- Dmg.mod +6% acid +3% nature Res.pen +5% acid Acc +11 (+3 eff.) Melee Ret 16 nature slow On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +13 (+3 eff.) Resists +9% nature Disarm- +37% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 8% chance to corrode armour by 30% While equipped: Stats +5 Cun +7 Wil dps ---------- Res.pen +8% acid ----- def ----- Resists +9% light HP.reg +1.30 ---------- misc Equi/ret +0.08 Light +3 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Wil 30 [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 36 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+4 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. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% mind Res.pen +20% physical Acc +3 (+1 eff.) Apr +4 ----- def ----- Armour +4 Defense +1 (+0 eff.) Max.HP +10.00 ---------- misc Stam/turn +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Cun +2 Con ----- def ----- Defense +7 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +2% physical Silence- +10% Stun/Frz- +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +16% fire ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% nature ----- def ----- Resists +18% nature Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +15% mind Res.pen +15% nature Apr +6 On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +15% mind A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +9 Str +4 Dex +2 Mag +7 Wil +6 Lck dps ---------- Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 10.00% Stealth +6 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Res.pen +25% fire ----- def ----- Armour +3 Defense +14 (+3 eff.) Fatigue +3% Resists +11% fire +7% cold Stealth +8 ---------- misc Mana/s.crit +2.00 Evasion: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+4 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 6 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 122.76 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +4 Dex +4 Cun dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 9 fire 28 darkness 34 mind Dmg.mod +9% acid +8% fire +3% arcane Res.pen +15% arcane Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% * 25% chance to cause random gloom ----- def ----- Armour +3 Resists +8% fire Phys.save +9 (+3 eff.) Mind.save -7 (-3 eff.) ---------- misc Cooldown Double Strike -1 Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.0 T3 head armor Reqs Mag 25 [Unique] Arcane/Nature While equipped: Stats +5 Mag +7 Wil +5 Cun dps ---------- Spell.crit +2% Dmg.mod +13% blight +7% arcane Acc +7 (+2 eff.) Melee Ret 8 darkness 10 vim draining blight On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +7 (+1 eff.) Resists +3% blight Crit.dmg- 15.00% ---------- misc Max.vim +25.00 See.Invis +3 Vimsense: Level 2.0 Pwr.cost 15 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 4%, 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. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature Res.pen +10% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Dex +10 Cun +10 Con dps ---------- Res.pen +10% blight Apr +14 ----- def ----- Armour +11 Fatigue +5% Crit.dmg- 15.00% Stun/Frz- +10% Knockbk- +5% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness Melee Ret 16 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +12% fire +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +12% darkness Res.pen +10% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning ---------- misc Stam/ret +1.60 Equi/ret +1.90 A cap made of leather. |
![]() 9.0 T5 light armor [Random Unique] Disrupt/Master While equipped: Stats +3 Cun +9 Dex dps ---------- Phys.crit +8.0% Apr +11 ----- def ----- Armour +8 Defense +17 (+4 eff.) Fatigue +8% Resists +19% blight +24% fire +17% nature D.Red.from +12% Unnatural ---------- misc Stam/turn +1.20 Telepathy Humanoid/Orc Second Wind: (Instant) Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 160 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 7.0 T3 shield armor [Rare] Nature When used to Attack: Power 35.0 - 42.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Phasing +20% Melee+ +12 physical On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 7 fire Res.pen +10% arcane +25% blight Melee Ret 13 fire ----- def ----- Armour +2 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Spell.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego++] Nature When used to Attack: Power 63.5 - 76.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +212 Melee+ +13 nature While equipped: dps ---------- Melee Ret 13 nature ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +9% acid +9% lightning +16% blight +9% cold +15% nature +8% fire Max.HP +84.00 ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +11% mind On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% mind +15% light ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% nature Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% light Max.HP +40.00 ---------- misc Light +4 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +2 Mag ---------- misc Light +3 Infravis +3 Talents +4 Telekinetic Blast +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 91 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% light Melee Ret 16 mind ----- def ----- Resists +6% mind +15% light ---------- misc Light +3 Talents +4 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +15% lightning Knockbk- +10% ---------- misc Talents +3 Silence Cooldown Silence -1 Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 30) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Dex +6 Wil +2 Con ----- def ----- Fatigue -10% Resists +6% mind ---------- misc See.Invis +6 Talents +2 Telekinetic Blast Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +1 Telekinetic Blast Fire a blast of psionic energies in a range 7 beam dealing 88.23 to 176.46 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- On Melee Ret: * 36% chance to disease * 41% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane +3% fire Spell.save +30 (+11 eff.) Mind.save +20 (+7 eff.) Die.at -80.00 life Silence- +10% ---------- misc Talents +4 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 63 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) Heal/summ +10 ---------- misc Max.hate +10.00 Max.psi +10.00 Talents +4 Rushing Claws Cooldown Rushing Claws -2 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Irai the Cornac Bulwark level 41
16th Haze 123rd year of Ascendancy at 03:43 see stats
By Irai the Cornac Bulwark level 39
6th Dusk 123rd year of Ascendancy at 04:01 see stats
By Irai the Cornac Bulwark level 18
75th Dusk 122nd year of Ascendancy at 13:53 see stats
By Irai the Cornac Bulwark level 18
39th Haze 122nd year of Ascendancy at 10:17 see stats
By Irai the Cornac Bulwark level 40
46th Dusk 123rd year of Ascendancy at 13:48 see stats
By Irai the Cornac Bulwark level 9
22nd Dusk 122nd year of Ascendancy at 00:52 see stats
By Irai the Cornac Bulwark level 44
32nd Haze 123rd year of Ascendancy at 04:56 see stats
By Irai the Cornac Bulwark level 41
55th Dusk 123rd year of Ascendancy at 14:50 see stats
By Irai the Cornac Bulwark level 34
74th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Irai the Cornac Bulwark level 24
68th Haze 122nd year of Ascendancy at 11:32 see stats
By Irai the Cornac Bulwark level 19
43rd Haze 122nd year of Ascendancy at 01:39 see stats
By Irai the Cornac Bulwark level 37
9th Flare 123rd year of Ascendancy at 18:47 see stats
By Irai the Cornac Bulwark level 32
56th Regrowth 123rd year of Ascendancy at 19:27 see stats
By Irai the Cornac Bulwark level 31
42nd Regrowth 123rd year of Ascendancy at 22:41 see stats
By Irai the Cornac Bulwark level 10
27th Dusk 122nd year of Ascendancy at 19:21 see stats
By Irai the Cornac Bulwark level 20
43rd Haze 122nd year of Ascendancy at 01:39 see stats
By Irai the Cornac Bulwark level 30
35th Regrowth 123rd year of Ascendancy at 06:09 see stats
By Irai the Cornac Bulwark level 40
45th Dusk 123rd year of Ascendancy at 12:03 see stats
By Irai the Cornac Bulwark level 26
18th Regrowth 123rd year of Ascendancy at 02:39 see stats
By Irai the Cornac Bulwark level 45
58th Haze 123rd year of Ascendancy at 22:25 see stats
By Irai the Cornac Bulwark level 31
41st Regrowth 123rd year of Ascendancy at 11:34 see stats
By Irai the Cornac Bulwark level 9
27th Dusk 122nd year of Ascendancy at 00:28 see stats
By Irai the Cornac Bulwark level 45
59th Haze 123rd year of Ascendancy at 13:15 see stats
By Irai the Cornac Bulwark level 8
11st Dusk 122nd year of Ascendancy at 03:50 see stats
By Irai the Cornac Bulwark level 34
32nd Pyre 123rd year of Ascendancy at 10:13 see stats
By Irai the Cornac Bulwark level 23
67th Haze 122nd year of Ascendancy at 19:11 see stats
By Irai the Cornac Bulwark level 15
48th Dusk 122nd year of Ascendancy at 18:05 see stats
By Irai the Cornac Bulwark level 38
4th Dusk 123rd year of Ascendancy at 17:54 see stats
Log
You gain 2.67 gold from the transmogrification of acid wave rune of the titan (346 acid damage; disarm 5 turns with power 59).
You gain 1.99 gold from the transmogrification of acid wave rune (196 acid damage; disarm 5 turns with power 22).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 24%; cure magical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 23%; cure mental).
You gain 3.07 gold from the transmogrification of insidious poison infusion of the psychic (53 nature damage, 49% healing reduction).
You gain 3.07 gold from the transmogrification of insidious poison infusion of the duelist (72 nature damage, 40% healing reduction).
You gain 1.96 gold from the transmogrification of insidious poison infusion (26 nature damage, 40% healing reduction).
You gain 5.31 gold from the transmogrification of heroism infusion of the sneak (+9 for 11 turns, die at -283).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 61st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Irai stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:33.
Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
Today is the 66th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
There is a The crypt of Kryl-Feijan here (press '' or right click to use).
Irai deactivates Wild Growth.
Irai deactivates Shield Wall.
Irai deactivates Precise Strikes.
Irai deactivates Antimagic Shield.