Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventurers Pack 1.5.10Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
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.
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 Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Brawler |
Level / Exp | 50 / 710% |
Size | big |
Lifes / Deaths | Killed by Goomoonryong at level 14 on the 52nd Haze 122nd year of Ascendancy at 06:49 0 / 10Killed by Shardskin at level 15 on the 71st Haze 122nd year of Ascendancy at 14:12 Killed by eldritch eye at level 16 on the 72nd Haze 122nd year of Ascendancy at 23:27 Killed by saw horror's temporal clone at level 29 on the 8th Mirth 123rd year of Ascendancy at 07:53 Killed by Goomoonryong at level 37 on the 39th Pyre 124th year of Ascendancy at 15:22 Killed by Atamathon the Giant Golem at level 50 on the 13rd Haze 125th year of Ascendancy at 02:24 Killed by Atamathon the Giant Golem at level 50 on the 13rd Haze 125th year of Ascendancy at 03:36 Killed by naga psyren at level 50 on the 50th Haze 125th year of Ascendancy at 04:57 Killed by Argoniel at level 50 on the 50th Haze 125th year of Ascendancy at 08:46 Killed by Elandar at level 50 on the 50th Haze 125th year of Ascendancy at 08:58 |
Antimagic | Follower |
Primary Stats
Strength | 70 (base 28) |
Dexterity | 117 (base 60) |
Constitution | 146 (base 66) |
Magic | 56 (base 16) |
Willpower | 59 (base 15) |
Cunning | 140 (base 64) |
Resources
Life | -76/2437 |
Stamina | 420/449 |
Healing Factor | 1.3655696202531 |
Regeneration | 228.99630787351 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +67.226890756303% |
Vision
Sight | 15 |
Lite | 6 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 195 |
Accuracy | 80 |
Crit Chance | 71% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.666666666667 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +18% |
Lightning | +18% |
Mind | +11% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 26 (72.307692307692%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0.96116504854369 |
Physical Save | 62 |
Spell Save | 84 |
Mental Save | 46 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 39%( 70%) |
All | + 25%( 70%) |
Lightning | + 47%( 70%) |
Light | + 40%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 43%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 54%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 0% |
Teleport Resistance | 25% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 33.01 physical damage and 66.03 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 399 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 985% 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. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.80 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | All stats increased by 33. Pain Enhancement System |
beneficial effect | The target's defense is increased by 62. Defensive Maneuver |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
beneficial effect | A flow of life spins around the target, regenerating 152.40 life per turn. Regeneration |
beneficial effect | You gain 19% resistance against fire. Resolve |
detrimental effect | The target is on fire, taking 47.88 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
beneficial effect | Increases maximum life and stamina by 27%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
beneficial effect | The target is recovering 86 life each turn. Recovery |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 15% feedback damage from all damage done. Empathic Hex |
detrimental effect | Reduces global action speed by 48%. Slow |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Cunning by +1. | done |
You failed to protect the lost tinker from death by giant carpenter ant. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant venus flytrap. Escort: temporal explorer (level 2 of Old Forest) | failed |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1598. | 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 |
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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an 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, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within3 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 | grounding pair of hardened leather boots of evasion (13 def, 3 armour) grounding pair of hardened leather boots of evasion (13 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +13 (+2 eff.) Fatigue +3% Resists +10% lightning +7% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 3.6 Pwr.cost 30 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 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
On hands | Worldends (0 def, 13 armour) Worldends (0 def, 13 armour)1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 15 mind Dmg.mod +11% mind Acc +14 (+3 eff.) Melee Ret 8 mind 12 nature ----- def ----- Armour +13 Resists +10% mind +15% darkness Mind.save +15 (+5 eff.) Die.at -60.00 life Max.HP +80.00 HP.reg +5.80 Pinning- +15% ---------- misc Stam/turn +1.30 Psi/turn +0.40 Infravis +4 Unarmed combat: Power 39.5 - 55.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +24 Apr +15 Crit +21.0% Atk.spd 125% Melee+ +24 darkness +20 nature On Hit.r1 +8 mind On Crit.r2 +15 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 35 power out of 5/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Shield defense +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Pugilism +0.30 Technique/Superiority +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Max.HP +61.00 HP.reg +1.90 Heal.mod +22% Rings can have magical properties. |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Light source | dwarven lantern 'Blazewilder' dwarven lantern 'Blazewilder'1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +18% temporal Melee Ret 16 lightning On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 16/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 68 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around waist | Blackbelt Blackbelt1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +17 (+3 eff.) Mind.pwr +23 (+5 eff.) ----- def ----- Phys.save +29 (+7 eff.) Spell.save +14 (+3 eff.) Mind.save +9 (+3 eff.) Pinning- +20% Stun/Frz- +10% Teleport- +25% ---------- misc Size +1 A belt that goes around your waist. |
Inventory
controlled phase door rune (range 10) controlled phase door rune (range 10)0.1 T4 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+1 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 26.64 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
arcing voratun greatmaul of ruin (67-100.5 power, 4 apr) arcing voratun greatmaul of ruin (67-100.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Phys.crit +17.0% Crit.mult +24.00% Apr +13 Massive two-handed mauls. |
elemental voratun greatmaul of massacre (86-129 power, 4 apr) elemental voratun greatmaul of massacre (86-129 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 86.0 - 129.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +16% acid +24% fire +20% cold +14% lightning Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+3 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str 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 60 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
wrathful living mindstar of frost (17.5-19.25 power, 40 apr, nature damage) wrathful living mindstar of frost (17.5-19.25 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +16% Mind.pwr +10 (+2 eff.) Dmg.mod +16% cold Res.pen +11% cold Melee Ret 18 ice ----- def ----- Armour +8 Resists +14% cold ---------- misc Hate/m.crit +5.00 Psi/m.crit +6.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+4 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
acidic orichalcum trident of crippling (54-86.4 power, 16 apr) acidic orichalcum trident of crippling (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 acid On Crit: * cripple the target * splashes the target with acid While equipped: dps ---------- Phys.crit +19.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orichalcum trident of corruption (53-84.8 power, 16 apr) arcing orichalcum trident of corruption (53-84.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 lightning On Hit: * 27% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orichalcum trident of crippling (52.5-84 power, 16 apr) arcing orichalcum trident of crippling (52.5-84 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +28 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: dps ---------- Phys.crit +16.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (51.5-82.4 power, 16 apr) orichalcum trident (51.5-82.4 power, 16 apr)3.0 T5 trident 2H weapon [Normal] Power 51.5 - 82.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orichalcum trident (52-83.2 power, 16 apr) plaguebringer's orichalcum trident (52-83.2 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane Power 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% Melee+ +19 blight On Hit: 10% Epidemic 5 On Hit: * 14% chance to disease While equipped: ----- def ----- Disease- +47% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of daylight (52-83.2 power, 16 apr) quick orichalcum trident of daylight (52-83.2 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% Melee+ +17 light Against +27% Undead While equipped: Stats +7 Dex dps ---------- Acc +17 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of evisceration (53.5-85.6 power, 16 apr) quick orichalcum trident of evisceration (53.5-85.6 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Master Power 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% On Crit: * wounds the target for 7 turns: 17 bleeding, 60% reduced healing While equipped: Stats +6 Dex dps ---------- Phys.crit +17.0% Phys.pwr +17 (+3 eff.) Acc +19 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of massacre (70.5-112.8 power, 16 apr) quick orichalcum trident of massacre (70.5-112.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master Power 70.5 - 112.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% While equipped: Stats +9 Dex dps ---------- Acc +20 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of nature (51.5-82.4 power, 16 apr) quick orichalcum trident of nature (51.5-82.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% While equipped: Stats +9 Dex dps ---------- Res.pen +17% nature Acc +17 (+3 eff.) ----- def ----- Resists +10% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orichalcum trident (54-86.4 power, 16 apr) thunderous orichalcum trident (54-86.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Nature Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 23% chance to daze at end of turn While equipped: Stats +5 Str +5 Dex +2 Mag +6 Wil +6 Cun +5 Con dps ---------- Res.pen +21% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orichalcum trident of nature (52.5-84 power, 16 apr) thunderous orichalcum trident of nature (52.5-84 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 44% chance to daze at end of turn While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +5 Cun +5 Con dps ---------- Res.pen +17% lightning +20% nature ----- def ----- Resists +12% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident of massacre (64.5-103.2 power, 16 apr) truestriking orichalcum trident of massacre (64.5-103.2 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% physical Acc +17 (+3 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orichalcum trident of nature (55.5-88.8 power, 16 apr) truestriking orichalcum trident of nature (55.5-88.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 55.5 - 88.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +17% nature +19% physical Acc +19 (+4 eff.) Apr +17 ----- def ----- Resists +10% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident of rage (51.5-82.4 power, 16 apr) warbringer's orichalcum trident of rage (51.5-82.4 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Master Power 51.5 - 82.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +10 Str +7 Con dps ---------- Phys.pwr +19 (+4 eff.) Dmg.mod +14% physical Res.pen +20% physical Acc +17 (+3 eff.) ----- def ----- Disarm- +22% ---------- misc Stam/ret +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
noble's drakeskin leather belt of containment noble's drakeskin leather belt of containment1.0 T5 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- D.Red.from +42% Summoned Anom.red +17 Max.HP +102.00 ---------- misc Max.mana +62.00 Max.stam +57.00 Max.hate +19.00 Max.psi +31.00 Max.vim +34.00 Max.P.En +34.00 Max.N.En +32.00 A belt that goes around your waist. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +25 (+5 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
Earthen Might (0 def, 9 armour) Earthen Might (0 def, 9 armour)1.0 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +6 Str dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +9 (+2 eff.) Melee+ 15 acid 29 mind 40 darkness Dmg.mod +11% acid On Hit (Melee): * 25% chance to cause random gloom ----- def ----- Armour +9 Resists +9% acid +6% temporal +6% blight Mind.save +10 (+3 eff.) Max.HP +80.00 ---------- misc Psi/ret +0.08 Telepathy Dragon Unarmed combat: Power 44.5 - 49.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +13 Apr +5 Crit +5.0% Atk.spd 167% Melee+ +8 mind On Crit.r2 +15 acid On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 On Hit: 10% Acid Breath 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+1 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 167% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 16.57 fire damage and 16.57 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 125% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 7.81 physical damage in a radius of 4 each turn for 7 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. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 38.0 - 53.2 Physical Uses 40% Dex, 40% Cun, 10% Mag 40% Str Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 125% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
cleansing voratun helm of absorption (0 def, 5 armour) cleansing voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +12% nature +12% blight ---------- misc Stam/ret +2.00 Equi/ret +2.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 15.51 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 28.15 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+1 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 24.24 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Arkul's Siege Arrows (13/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (13/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
137 alchemist agate 137 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Goedalath Rock Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +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. |
Kindlewedge the dwarven-steel pickaxe (dig speed 11 turns) Kindlewedge the dwarven-steel pickaxe (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +5 Dex dps ---------- Phys.pwr +6 (+1 eff.) Mov.spd +10% Dmg.mod +12% light ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue -11% Resists +9% light +7% physical ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
49 alchemist bloodstone 49 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 bloodstone0.0 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. |
22 fire opal 22 fire opal0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 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. |
Void Shard Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 73.63 temporal and 62.40 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 diamond 9 diamond0.0 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. |
16 moonstone 16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.0 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. |
Achievements
By Goomoonryong the Higher Brawler level 26
32nd Pyre 123rd year of Ascendancy at 12:01 see stats
By Goomoonryong the Higher Brawler level 45
19th Haze 124th year of Ascendancy at 21:01 see stats
By Goomoonryong the Higher Brawler level 25
80th Regrowth 123rd year of Ascendancy at 20:29 see stats
By Goomoonryong the Higher Brawler level 17
8th Decay 122nd year of Ascendancy at 09:38 see stats
By Goomoonryong the Higher Brawler level 37
32nd Pyre 124th year of Ascendancy at 17:40 see stats
By Goomoonryong the Higher Brawler level 37
43rd Pyre 124th year of Ascendancy at 22:33 see stats
By Goomoonryong the Higher Brawler level 50
46th Haze 125th year of Ascendancy at 06:56 see stats
By Goomoonryong the Higher Brawler level 49
26th Dusk 125th year of Ascendancy at 01:05 see stats
By Goomoonryong the Higher Brawler level 36
28th Pyre 124th year of Ascendancy at 02:26 see stats
By Goomoonryong the Higher Brawler level 34
13rd Regrowth 124th year of Ascendancy at 18:41 see stats
By Goomoonryong the Higher Brawler level 37
75th Pyre 124th year of Ascendancy at 19:26 see stats
By Goomoonryong the Higher Brawler level 11
17th Dusk 122nd year of Ascendancy at 11:26 see stats
By Goomoonryong the Higher Brawler level 35
17th Regrowth 124th year of Ascendancy at 15:48 see stats
By Goomoonryong the Higher Brawler level 40
28th Dusk 124th year of Ascendancy at 21:41 see stats
By Goomoonryong the Higher Brawler level 18
7th Regrowth 123rd year of Ascendancy at 06:57 see stats
By Goomoonryong the Higher Brawler level 20
15th Regrowth 123rd year of Ascendancy at 11:16 see stats
By Goomoonryong the Higher Brawler level 32
49th Dusk 123rd year of Ascendancy at 19:01 see stats
By Goomoonryong the Higher Brawler level 46
56th Haze 124th year of Ascendancy at 19:15 see stats
By Goomoonryong the Higher Brawler level 17
73rd Haze 122nd year of Ascendancy at 05:09 see stats
By Goomoonryong the Higher Brawler level 48
3rd Decay 124th year of Ascendancy at 03:45 see stats
By Goomoonryong the Higher Brawler level 40
28th Dusk 124th year of Ascendancy at 09:03 see stats
By Goomoonryong the Higher Brawler level 10
9th Mirth 122nd year of Ascendancy at 22:40 see stats
By Goomoonryong the Higher Brawler level 20
9th Regrowth 123rd year of Ascendancy at 04:58 see stats
By Goomoonryong the Higher Brawler level 30
8th Mirth 123rd year of Ascendancy at 09:43 see stats
By Goomoonryong the Higher Brawler level 40
26th Dusk 124th year of Ascendancy at 12:13 see stats
By Goomoonryong the Higher Brawler level 50
74th Dusk 125th year of Ascendancy at 17:20 see stats
By Goomoonryong the Higher Brawler level 35
37th Regrowth 124th year of Ascendancy at 09:51 see stats
By Goomoonryong the Higher Brawler level 46
55th Haze 124th year of Ascendancy at 00:24 see stats
By Goomoonryong the Higher Brawler level 48
4th Pyre 125th year of Ascendancy at 22:25 see stats
By Goomoonryong the Higher Brawler level 12
64th Dusk 122nd year of Ascendancy at 20:00 see stats
By Goomoonryong the Higher Brawler level 50
36th Haze 125th year of Ascendancy at 11:02 see stats
By Goomoonryong the Higher Brawler level 23
76th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Goomoonryong the Higher Brawler level 35
23rd Pyre 124th year of Ascendancy at 08:29 see stats
By Goomoonryong the Higher Brawler level 17
73rd Haze 122nd year of Ascendancy at 04:08 see stats
By Goomoonryong the Higher Brawler level 6
79th Pyre 122nd year of Ascendancy at 05:15 see stats
By Goomoonryong the Higher Brawler level 46
55th Haze 124th year of Ascendancy at 02:10 see stats
By Goomoonryong the Higher Brawler level 50
38th Haze 125th year of Ascendancy at 15:25 see stats
By Goomoonryong the Higher Brawler level 20
13rd Regrowth 123rd year of Ascendancy at 01:44 see stats
By Goomoonryong the Higher Brawler level 32
27th Haze 123rd year of Ascendancy at 12:12 see stats
By Goomoonryong the Higher Brawler level 13
46th Haze 122nd year of Ascendancy at 04:54 see stats
By Goomoonryong the Higher Brawler level 49
52nd Pyre 125th year of Ascendancy at 18:26 see stats
By Goomoonryong the Higher Brawler level 32
33rd Dusk 123rd year of Ascendancy at 07:18 see stats
By Goomoonryong the Higher Brawler level 17
73rd Haze 122nd year of Ascendancy at 04:08 see stats
By Goomoonryong the Higher Brawler level 50
50th Haze 125th year of Ascendancy at 04:58 see stats
By Goomoonryong the Higher Brawler level 24
79th Regrowth 123rd year of Ascendancy at 21:29 see stats
Log
Argoniel hits Goomoonryong for 156 physical, 12 mind, 13 blight, 0 lightning, 0 nature, 0 nature, 0 mind, 101 physical, 13 blight, 0 lightning, 0 nature, 0 nature, 0 mind (297 total damage).
Goomoonryong receives 117 healing.
Goomoonryong hits Argoniel for 7 healing, 3 lightning, 3 nature, 45 healing, 2 nature, 0 mind, 7 healing, 3 lightning, 2 nature, 45 healing, 2 nature, 0 mind (19 total damage) [106 healing].
Spinning Backhand is still on cooldown for 1 turns.
Goomoonryong uses Infusion: Regeneration.
Goomoonryong starts regenerating health quickly.
Elandar casts Strike.
Elandar's spell attains critical power!
Goomoonryong speeds up.
Elandar casts Lightning.
Elandar's spell attains critical power!
Goomoonryong shrugs off the critical damage!
Goomoonryong is invigorated by the attack!
Argoniel misses Goomoonryong.
Argoniel misses Goomoonryong.
Goomoonryong is invigorated by the attack!
Goomoonryong overcomes the gloom.
Elandar hits Goomoonryong for 222 lightning damage.
Burning Shock from Elandar hits Goomoonryong for 55 fire damage.
Goomoonryong receives 117 healing.
Goomoonryong is knocked back!
Elandar's Strike hits Goomoonryong for 272 physical damage.
Argoniel is less impervious to physical effects.
A part of Argoniel's bone shield regenerates.
Elandar shrugs off the effect 'Slumber'!
Goomoonryong slows down.
Elandar casts Flame.
Saving game...