Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Ashes of Urh'Rok 1.7.4Official 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:
Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Embers of Rage 1.7.4Official 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:
Race: Mummy 1.6.0Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Possessor Bonus Class 1.7.4Donators/Buyers bonus! Earth Mage 1.7.2Adds the Earth Mage as a mage class that combines earth magics with wild gifts. Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution. https://github.com/Werekracken/tome-earthmage -- generic -- class Spell / Lapidary: Living Stone - Sustained Liquefaction - Activated Rejuvenation - Activated Cleansing Crystals - Activated ---Changelog v1.0.1 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official 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.
Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Items Vault 1.7.0Donators/Buyers bonus! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Race: Wight 1.6.0Adds Wights as a playable type of undead. Part of Recaiden's Undead Race Pack Blast enemies with elemental power. Wights begin in a tiny starting zone of their own. Wights are unlocked by completing the ancient battleground event. There are other wight addons: But they weren't quite what I was looking for. Please report any problems or comments in the forum thread below. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Swordsmaster |
Level / Exp | 50 / 2065% |
Size | big |
Lifes / Deaths | Killed by Celia at level 18 on the 14th Dearth 122nd year of Ascendancy at 17:17 4 / 3Killed by Celia at level 18 on the 14th Dearth 122nd year of Ascendancy at 20:05 Killed by Celia at level 18 on the 14th Dearth 122nd year of Ascendancy at 21:14 |
Primary Stats
Strength | 95 (base 20) |
Dexterity | 166 (base 60) |
Constitution | 108 (base 50) |
Magic | 41 (base 10) |
Willpower | 87 (base 48) |
Cunning | 112 (base 44) |
Resources
Life | 2187/2187 |
Stamina | 382/382 |
Healing Factor | 1.2188745208056 |
Regeneration | 30.768200792369 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +71.70820393251% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 13 |
See Stealth | 85.67726452908 |
See Invisible | 85.67726452908 |
Offense: Mainhand
Damage | 280 |
Accuracy | 87 |
Crit Chance | 57% |
APR | 93 |
Speed | 1.00 |
Offense: Offhand
Damage | 280 |
Accuracy | 87 |
Crit Chance | 62% |
APR | 96 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Fire | +10% |
All | +7% |
Physical | +27% |
Cold | +13% |
Nature | +13% |
Offense: Damage Penetration
Acid | +23% |
Mind | +13% |
Physical | +23% |
Arcane | +18% |
Cold | +33% |
All | +8% |
Defense: Base
Armour (hardiness) | 50 (83.061205809432%) |
Defense | 111 |
Ranged Defense | 111 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 67 |
Mental Save | 52 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 48%( 70%) |
All | + 25%( 70%) |
Lightning | + 42%( 70%) |
Light | + 29%( 70%) |
Physical | + 32%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 41%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 21% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 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 711 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 temporal, 4 light, 3 blight, 2 physical |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 381 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Swordsmanship | 1.97 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Intrepid | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed bladework | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fencing | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Footwork | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Mobility | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Never Give Up |
talent | Spring Attack |
beneficial effect | Parrying melee and ranged attacks: Has a 99% chance to deflect up to 53 damage from the next 4.1 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Target has +102 defense, +61% resistance to stuns, +122% resistance to pins, and takes 49% less direct damage Moving Target |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc master assassin. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1880. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | fleetfooted pair of voratun boots of massiveness (18 def, 5 armour) fleetfooted pair of voratun boots of massiveness (18 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +7 Str +10 Dex +8 Con offense ------ Damage +8% physical defense ------ Armor +5 Defense +18 (+3 eff.) Fatigue +4% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | piercing dwarven lantern piercing dwarven lantern1.0 Encumbrance T5 lite [Ego+] Master While equipped: offense ------ Ignore resists +8% all Ignore Armor +15 other ------- Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Snowumbra (0 def, 5 armour) Snowumbra (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +12 Dex offense ------ Damage +6% cold Ignore resists +5% mind +15% cold Ignore Armor +6 defense ------ Armor +5 Fatigue +5% Resistance +14% acid +20% darkness +15% fire +11% lightning +22% cold other ------- Infravision +8 A cap made of leather. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+5 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Effective talent level: 6.6 Power cost 22 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 58.02 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Tool | Salydhenn the voratun pickaxe (dig speed 18 turns) Salydhenn the voratun pickaxe (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +21 Str +10 Wil +2 Con offense ------ Physical Crit +12.0% Mind Crit +15% Ignore resists +15% acid When Hit 2 acid defense ------ Fatigue -8% Resistance +5% arcane +6% light Life Regen +4.00 Blind Resist +10% Poison Resist +21% Disease Resist +10% other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +7 Dex +7 Cun +3 Con offense ------ Ignore resists +10% arcane +10% cold Accuracy +7 (+2 eff.) When Hit 8 arcane defense ------ Resistance +5% arcane +9% cold Spell save +20 (+5 eff.) Life +99.00 Life Regen +17.00 Healmod +19% other ------- Max stamina +33.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | grounding gold amulet of mastery (0.17 Technique / Swordsmanship) grounding gold amulet of mastery (0.17 Technique / Swordsmanship)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +21% other ------- Masteries +0.17 Technique/Swordsmanship Amulets make your neck look great! |
In main hand | enhanced voratun longsword of torment (280 - 392 damage, 6 apr) enhanced voratun longsword of torment (280 - 392 damage, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Psionic Weapon Damage 44.0 - 61.6 Physical Uses 100% Dex Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +13 Str +9 Dex +9 Mag +8 Wil +8 Cun +11 Con Sharp, long, and deadly. |
Around waist | drakeskin leather belt 'Charmortal' drakeskin leather belt 'Charmortal'1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +4 Wil +5 Cun +8 Lck defense ------ Defense +17 (+3 eff.) Resistance +6% fire +9% nature +5% arcane Spell save +12 (+3 eff.) Mind save +10 (+3 eff.) Stealth +24 Life +84.00 other ------- Disarm Traps +26 Infravision +5 A belt that goes around your waist. |
In off hand | enhanced voratun dagger of massacre (302 - 393 damage, 9 apr) enhanced voratun dagger of massacre (302 - 393 damage, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 54.5 - 70.9 Physical Uses 100% Dex Mastery Swordsmanship Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +7 Str +12 Dex +7 Mag +9 Wil +3 Cun +5 Con Sharp, short and deadly. |
Cloak | Willowarc the elven-silk cloak (3 def, 0 armour) Willowarc the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +10 Cun +11 Dex offense ------ Damage +6% nature +3% fire Accuracy +16 (+3 eff.) Ignore Armor +15 When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +3 (+1 eff.) Resistance +9% nature Spell save +15 (+4 eff.) Mind save +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's drakeskin leather armour of command (37 def, 24 armour) duelist's drakeskin leather armour of command (37 def, 24 armour)9.0 Encumbrance T5 light armor [Ego++] Master/Psionic While equipped: Stats +10 Cun +7 Dex defense ------ Armor +24 Defense +37 (+7 eff.) Fatigue +8% Mind save +19 (+6 eff.) A suit of armour made of leather. |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 305 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (498.00 temporal damage, removed from time 4 turns) Rune of the Rift (498.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 532.86 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns) Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
mindweaver's voratun amulet of perfection (0.33 Technique / Footwork,0.33 Cunning / Lethality) mindweaver's voratun amulet of perfection (0.33 Technique / Footwork,0.33 Cunning / Lethality)0.1 Encumbrance T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +5 Wil offense ------ Mindpower +15 (+5 eff.) defense ------ Mind save +11 (+3 eff.) Confus Resist +22% other ------- Masteries +0.33 Technique/Footwork +0.33 Cunning/Lethality Amulets make your neck look great! |
wanderer's voratun amulet of mastery (0.38 Technique / Battle tactics) wanderer's voratun amulet of mastery (0.38 Technique / Battle tactics)0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: Stats +7 Dex +10 Cun +9 Con offense ------ Move Speed +10% defense ------ Fatigue -8% Life Regen +5.00 other ------- Stamina/turn +0.80 Masteries +0.38 Technique/Battle tactics Amulets make your neck look great! |
Bethylle the voratun ring Bethylle the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Str +5 Dex +8 Mag +5 Cun +12 Con offense ------ Physical Power +15 (+2 eff.) defense ------ Armor +12 Resistance +18% light Disease Resist +21% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Blastblur Blastblur0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +8 Dex offense ------ Spell Crit +1% Ignore resists +10% blight +15% lightning Accuracy +24 (+5 eff.) Ignore Armor +15 When Hit 4 arcane defense ------ Defense +13 (+3 eff.) Spell save +6 (+2 eff.) Life +80.00 Life Regen +16.00 Healmod +18% other ------- Mana/turn +0.12 Max vim +30.00 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 5.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 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 207% 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. Rings make your fingers look great! |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
marksman's voratun ring of pilfering marksman's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +9 Dex offense ------ Accuracy +28 (+6 eff.) Ignore Armor +14 defense ------ Defense +15 (+3 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 5.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 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 207% 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. Rings make your fingers look great! |
enhanced stralite dagger (243 - 316 damage, 9 apr) enhanced stralite dagger (243 - 316 damage, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 29.0 - 37.7 Physical Uses 100% Dex Mastery Swordsmanship Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +9 Str +8 Dex +7 Mag +9 Wil +3 Cun +8 Con Sharp, short and deadly. |
Champion's Will (362 - 580 damage, 22 apr) Champion's Will (362 - 580 damage, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 114% Dex, 20% Con Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 37 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 22 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Warmaster Gnarg's Murderblade (338 - 541 damage, 19 apr) Warmaster Gnarg's Murderblade (338 - 541 damage, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Dex Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
flaming voratun greatsword of ruin (345 - 553 damage, 4 apr) flaming voratun greatsword of ruin (345 - 553 damage, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Dex Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +17 fire While equipped: offense ------ Physical Crit +14.0% Critical power +40.00% Ignore Armor +16 Massive two-handed swords. |
Blade of Distorted Time (265 - 371 damage, 40 apr) Blade of Distorted Time (265 - 371 damage, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 90% Dex, 20% Mag Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 61 temporal damage and slows enemies in radius 6 of the target by 71% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 8 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 102% damage. Then teleport next to a second random enemy, attacking for 102% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (288 - 403 damage, 7 apr) Blood-Edge (288 - 403 damage, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 100% Dex, 10% Mag Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+9 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 8.8 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 192% weapon damage. If the attack hits, the target will bleed for 359% weapon damage over 7 turns, and all healing will be reduced by 83%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
enhanced stralite longsword of evisceration (252 - 353 damage, 5 apr) enhanced stralite longsword of evisceration (252 - 353 damage, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Dex Mastery Swordsmanship Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 372 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +9 Dex +7 Mag +6 Wil +9 Cun +7 Con offense ------ Physical Crit +9.0% Physical Power +9 (+1 eff.) Sharp, long, and deadly. |
Awakened Staff of Absorption (95 - 114 damage, 60 apr, lightning element) Awakened Staff of Absorption (95 - 114 damage, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+18 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
noble's hardened leather belt of burglary noble's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Dex +5 Wil +10 Cun +7 Lck offense ------ Against +21% Summoned defense ------ Resist Against +21% Summoned Stealth +10 other ------- Disarm Traps +11 Infravision +5 A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 37 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.8 Power cost 44 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 133.61 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Chudas the pair of dwarven-steel boots (0 def, 4 armour) Chudas the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Cun +4 Con offense ------ Mindpower +20 (+6 eff.) Damage +9% mind defense ------ Armor +4 Fatigue +3% Physical save +18 (+6 eff.) Mind save +15 (+5 eff.) Life Regen +7.00 Healmod +13% other ------- Stamina/turn +0.80 Max stamina +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of drakeskin leather boots of disengagement (18 def, 5 armour) fleetfooted pair of drakeskin leather boots of disengagement (18 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +8 Dex defense ------ Armor +5 Defense +18 (+3 eff.) Disengage: Puts all charms on 11 turn cooldown Effective talent level: 4.0 Power cost 11 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 186% 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. |
fleetfooted pair of voratun boots (2 def, 5 armour) fleetfooted pair of voratun boots (2 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +10 Dex defense ------ Armor +5 Defense +2 (+1 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of drakeskin leather boots of phasing (0 def, 5 armour) stealthy pair of drakeskin leather boots of phasing (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +7 Dex +3 Mag +4 Wil +15 Lck defense ------ Armor +5 Stealth +14 Blink to a nearby random location (rad 12) Puts all charms on 19 turn cooldown A pair of boots made of leather. |
Balyyarak the Glinttyphoon (0 def, 8 armour) Balyyarak the Glinttyphoon (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Dex +4 Mag +1 Wil +4 Cun offense ------ Spellpower/crit +6 Damage +22% arcane defense ------ Armor +8 Resistance +3% fire Physical save +11 (+4 eff.) Mind save +13 (+4 eff.) Life +61.00 other ------- Vim-on-crit +2.00 Light +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of archery (0 def, 3 armour) drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +8 Cun +6 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 15 turn cooldown Effective talent level: 5.9 Power cost 15 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloudwalker the voratun helm (0 def, 5 armour) Cloudwalker the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +10 Str +9 Dex +6 Wil offense ------ Damage +21% acid When Hit 4 lightning defense ------ Armor +5 Fatigue +5% Resistance +13% blight +25% darkness +12% lightning Mind save +14 (+4 eff.) other ------- Infravision +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Naloren Cap (0 def, 0 armour) =Water= Naloren Cap (0 def, 0 armour) =Water=2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
drakeskin leather armour of the hero (20 def, 8 armour) drakeskin leather armour of the hero (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +8 Dex +3 Mag +7 Wil +7 Cun defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Life +43.00 A suit of armour made of leather. |
marauder's drakeskin leather armour of the deep (25 def, 12 armour) =Water= marauder's drakeskin leather armour of the deep (25 def, 12 armour) =Water=9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats +8 Str +10 Dex defense ------ Armor +12 Defense +25 (+5 eff.) Fatigue +8% Resistance +7% acid +11% cold Physical save +11 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
6 agate 6 agate0.0 Encumbrance 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. |
520 alchemist agate 520 alchemist agate0.0 Encumbrance 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. |
10 onyx 10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 opal0.0 Encumbrance 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. |
7 sapphire 7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-6 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+7 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
voratun pickaxe 'Glotta' (dig speed 18 turns) voratun pickaxe 'Glotta' (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +11 Dex +8 Cun offense ------ Physical Power +10 (+2 eff.) Move Speed +10% defense ------ Armor +8 Defense +20 (+4 eff.) Resistance +18% cold Unlife -88.36 life Disarm Resist +22% Teleport Resist +22% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 emerald 8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp nightwalker's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed Rift2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 11 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 15 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 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 20% 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
35 bloodstone 35 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
38 fire opal 38 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 91% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 411.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
8 amethyst 8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged dragonbone wand of shielding [power 620] (17 cooldown) supercharged dragonbone wand of shielding [power 620] (17 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 620 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
38 diamond 38 diamond0.0 Encumbrance 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. |
29 moonstone 29 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
33 pearl 33 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 amber 17 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Soma Sonna the Dwarf Swordsmaster level 34
8th Profit 123rd year of Ascendancy at 13:22 see stats
By Soma Sonna the Dwarf Swordsmaster level 23
20th Shortage 122nd year of Ascendancy at 22:17 see stats
By Soma Sonna the Dwarf Swordsmaster level 34
6th Profit 123rd year of Ascendancy at 20:04 see stats
By Soma Sonna the Dwarf Swordsmaster level 41
31st Dearth 123rd year of Ascendancy at 16:57 see stats
By Soma Sonna the Dwarf Swordsmaster level 42
41st Dearth 123rd year of Ascendancy at 00:34 see stats
By Soma Sonna the Dwarf Swordsmaster level 37
1st Wealth 123rd year of Ascendancy at 08:31 see stats
By Soma Sonna the Dwarf Swordsmaster level 19
39th Dearth 122nd year of Ascendancy at 06:51 see stats
By Soma Sonna the Dwarf Swordsmaster level 18
21st Dearth 122nd year of Ascendancy at 14:23 see stats
By Soma Sonna the Dwarf Swordsmaster level 36
18th Profit 123rd year of Ascendancy at 07:53 see stats
By Soma Sonna the Dwarf Swordsmaster level 41
31st Dearth 123rd year of Ascendancy at 14:26 see stats
By Soma Sonna the Dwarf Swordsmaster level 19
7th Loss 122nd year of Ascendancy at 19:06 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
39th Steel 124th year of Ascendancy at 14:28 see stats
By Soma Sonna the Dwarf Swordsmaster level 18
14th Dearth 122nd year of Ascendancy at 18:14 see stats
By Soma Sonna the Dwarf Swordsmaster level 26
10th Steel 123rd year of Ascendancy at 16:16 see stats
By Soma Sonna the Dwarf Swordsmaster level 34
11st Profit 123rd year of Ascendancy at 12:10 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
9th Iron 124th year of Ascendancy at 02:13 see stats
By Soma Sonna the Dwarf Swordsmaster level 23
20th Shortage 122nd year of Ascendancy at 22:57 see stats
By Soma Sonna the Dwarf Swordsmaster level 43
41st Dearth 123rd year of Ascendancy at 07:27 see stats
By Soma Sonna the Dwarf Swordsmaster level 10
11st Profit 122nd year of Ascendancy at 19:40 see stats
By Soma Sonna the Dwarf Swordsmaster level 20
8th Loss 122nd year of Ascendancy at 05:08 see stats
By Soma Sonna the Dwarf Swordsmaster level 30
20th Stralite 123rd year of Ascendancy at 21:01 see stats
By Soma Sonna the Dwarf Swordsmaster level 40
15th Dearth 123rd year of Ascendancy at 01:20 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
29th Loss 123rd year of Ascendancy at 22:09 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
8th Iron 124th year of Ascendancy at 00:21 see stats
By Soma Sonna the Dwarf Swordsmaster level 40
26th Dearth 123rd year of Ascendancy at 21:44 see stats
By Soma Sonna the Dwarf Swordsmaster level 20
26th Loss 122nd year of Ascendancy at 17:24 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
10th Iron 124th year of Ascendancy at 10:29 see stats
By Soma Sonna the Dwarf Swordsmaster level 22
20th Shortage 122nd year of Ascendancy at 08:51 see stats
By Soma Sonna the Dwarf Swordsmaster level 36
39th Profit 123rd year of Ascendancy at 05:27 see stats
By Soma Sonna the Dwarf Swordsmaster level 5
18th Voratun 122nd year of Ascendancy at 18:07 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
39th Steel 124th year of Ascendancy at 14:27 see stats
By Soma Sonna the Dwarf Swordsmaster level 37
12nd Dearth 123rd year of Ascendancy at 21:21 see stats
By Soma Sonna the Dwarf Swordsmaster level 12
18th Profit 122nd year of Ascendancy at 14:04 see stats
By Soma Sonna the Dwarf Swordsmaster level 23
20th Shortage 122nd year of Ascendancy at 22:17 see stats
By Soma Sonna the Dwarf Swordsmaster level 29
20th Stralite 123rd year of Ascendancy at 12:27 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
39th Steel 124th year of Ascendancy at 14:28 see stats
By Soma Sonna the Dwarf Swordsmaster level 14
24th Profit 122nd year of Ascendancy at 17:05 see stats
By Soma Sonna the Dwarf Swordsmaster level 50
11st Steel 124th year of Ascendancy at 02:53 see stats
By Soma Sonna the Dwarf Swordsmaster level 29
20th Stralite 123rd year of Ascendancy at 00:39 see stats
By Soma Sonna the Dwarf Swordsmaster level 28
24th Gold 123rd year of Ascendancy at 16:54 see stats
By Soma Sonna the Dwarf Swordsmaster level 20
10th Loss 122nd year of Ascendancy at 03:12 see stats
By Soma Sonna the Dwarf Swordsmaster level 33
6th Profit 123rd year of Ascendancy at 00:27 see stats
By Soma Sonna the Dwarf Swordsmaster level 25
31st Iron 123rd year of Ascendancy at 09:33 see stats
Log
You gain 9.55 gold from the transmogrification of ethereal dragonbone vilestaff of protection (65 - 78 damage, 6 apr, blight element).
You gain 25.00 gold from the transmogrification of Blackking the dragonbone starstaff (65 - 78 damage, 6 apr, darkness element).
You gain 25.00 gold from the transmogrification of Xerinne the Quenchsmash.
You gain 10.02 gold from the transmogrification of warbringer's voratun longsword of crippling (275 - 386 damage, 6 apr).
You gain 11.78 gold from the transmogrification of warbringer's voratun dagger of evisceration (269 - 350 damage, 9 apr).
You gain 1.17 gold from the transmogrification of manasurge rune of the psychic (regen 1707% over 10 turns; mana 85; cd 18).
You gain 1.04 gold from the transmogrification of regeneration infusion (heal 182; 12 cd).
There is a previous level here (press '' or right click to use).
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface 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...
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Saving done.
Resting starts...
Rested for 94 turns (stop reason: all resources and life at maximum).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
Ran for 10 turns (stop reason: interesting terrain).