













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Which Items Are Restocked In Store 1.7.2Highlight restocked items in store. This addon is compatible with Store Wish List. Weight: 100 Superload: Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Playable Naloren Race 1.7.2Adds 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. Annotated Charm Hotkeys 1.7.0Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This 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 Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 1392% |
Size | huge |
Lifes / Deaths | Killed by Celia at level 25 on the 43rd Pyre 123rd year of Ascendancy at 05:27 5 / 3Killed by Eleth the Guardian at level 28 on the 18th Dusk 123rd year of Ascendancy at 18:19 Killed by Ginor the faerlhing at level 36 on the 35th Haze 123rd year of Ascendancy at 16:36 |
Primary Stats
Strength | 60 (base 23) |
Dexterity | 35 (base 10) |
Constitution | 85 (base 60) |
Magic | 128 (base 60) |
Willpower | 92 (base 41) |
Cunning | 85 (base 39) |
Resources
Life | 984/984 |
Mana | 678/678 |
Soul | 9/14 |
Vim | 296/296 |
Healing Factor | 1.5917726352502 |
Regeneration | 41.784031675317 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 15.54964786986 |
Infravision | 24.217753648051 |
See Invisible | 27 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 92 |
Accuracy | 55 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 117 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Arcane | +12% |
Cold | +34% |
All | +9% |
Lightning | +46% |
Light | +24% |
Physical | +31% |
Fire | +34% |
Darkness | +125% |
Offense: Damage Penetration
Darkness | +53% |
Nature | +10% |
Lightning | +10% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 129.45144344781 (97.810332748342%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 17 |
Physical Save | 87 |
Spell Save | 84 |
Mental Save | 80 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 33%( 70%) |
Darkness | + 70%( 70%) |
Light | + 53%( 70%) |
Physical | + 52%( 70%) |
Fire | + 56%( 70%) |
Lightning | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 92% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 76% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 740 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Master necromancer | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Lich | 1.00 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Spikes of Decrepitude |
talent | Aura of Undeath |
talent | Doomed For Eternity |
talent | Premonition |
talent | Erupting Shadows |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 60. Commander of the Dead |
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. | active |
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 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic 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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 met a beggar who turned out to be a Naloren searching for aid for their people. * You promised to investigate the caves and quell the disturbance within. | active |
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: 1236. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | 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. | completed |
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 within9 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. * Find a Resonating Diamond. | active |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +4 Wil +10 Con offense ------ Damage +10% physical Ignore resists +10% nature defense ------ Armor +14 Crit Resistance 17.75% Silence Resist +100% Confus Resist +92% Stun Resist +100% other ------- Light +4 Infravision +7 See Invis +6 Size +1 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 142, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 810.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. This item has been sent to the Item's Vault. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+3 eff.) On-Hit 10 acid 10 fire 10 cold 10 lightning Damage +25% acid +25% fire +25% lightning +25% cold defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% lightning +25% cold This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str offense ------ Damage +12% lightning +15% darkness Ignore resists +25% darkness +10% lightning Accuracy +6 (+1 eff.) When Hit 6 lightning 8 darkness defense ------ Resistance +9% lightning other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Damage +27% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 37% defense ------ Defense +20 (+5 eff.) Physical save +6 (+1 eff.) Spell save +16 (+4 eff.) Mind save +13 (+2 eff.) other ------- Stamina/turn +2.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +15% blight +15% cold Spell save +10 (+2 eff.) Unlife -40.00 life Life Regen +4.00 Silence Resist +20% Disarm Resist +20% other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 150% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +52 (+7 eff.) Damage +35% darkness defense ------ Spell save +25 (+5 eff.) Mind save +10 (+2 eff.) other ------- Mana/turn +0.50 Max mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +9 Mag +6 Wil offense ------ Critical power +10.00% Physical Power +20 (+4 eff.) Spellpower +8 (+1 eff.) On-Hit 6 arcane Damage +3% arcane Accuracy +23 (+5 eff.) Ignore Armor +2 defense ------ Armor +7 Resistance +7% arcane Physical save +9 (+1 eff.) Mind save +10 (+2 eff.) Life +45.00 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. This item has been sent to the Item's Vault. This object's appearance was changed to Sludgegrip. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Ego++] Nature/Master While equipped: defense ------ Armor +17 Defense +5 (+1 eff.) Fatigue +12% Resistance +10% acid +6% physical +9% fire +10% lightning +9% cold Life +38.00 Life Regen +11.00 Healmod +15% A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Mag +6 Wil +5 Cun offense ------ Mind Crit +8% Damage +24% darkness +12% physical Ignore resists +18% darkness Accuracy +10 (+2 eff.) defense ------ Defense +15 (+4 eff.) Resistance +25% darkness Physical save +30 (+6 eff.) Stealth +25 other ------- Infravision +4 See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Cun +5 Con offense ------ Damage +21% acid Ignore resists +15% acid When Hit 8 acid defense ------ Resistance +18% cold +30% light +25% darkness Physical save +19 (+3 eff.) Life +80.00 Life Regen +11.00 Blind Resist +76% other ------- Infravision +10 Sight +2 See Invis +15 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -910 life. The duration and life will increase by 1% for every 1% life you have lost (currently 910 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 59% faster, and you are invisible (power 23). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 47 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Physical Power +9 (+2 eff.) Combat Speed +10% Damage +9% blight +8% physical Ignore resists +15% temporal defense ------ Resistance +30% lightning +9% temporal Physical save +20 (+4 eff.) Life +60.00 Life Regen +6.00 Stun Resist +38% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +5% Critical power +15.00% Spellpower +15 (+2 eff.) Damage +6% acid +15% blight +18% fire +7% lightning +6% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +10 Str +10 Dex +5 Mag +10 Wil offense ------ Spellpower/crit +5 other ------- Mana/turn +0.59 Max mana +60.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Dex +8 Wil +11 Cun offense ------ Mindpower +12 (+3 eff.) Damage +18% temporal defense ------ Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Equi when Hit +0.12 Light +3 Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +10 (+1 eff.) defense ------ Resistance +21% acid +22% fire +18% cold +14% lightning Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Life +58.00 Life Regen +7.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +15 (+2 eff.) Damage +20% light defense ------ Resistance +40% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+1 eff.) Move Speed +17% Accuracy +9 (+2 eff.) defense ------ Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+2 eff.) Mindpower +13 (+3 eff.) defense ------ Fatigue -10% other ------- Encumbrance +40 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +10 (+2 eff.) defense ------ Resistance +14% acid +22% fire +17% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +77.00 Life Regen +16.00 Healmod +17% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +12 Mag +9 Wil +14 Cun +1 Con offense ------ Physical Crit +10.0% Spell Crit +4% Spellpower +25 (+4 eff.) Spellpower/crit +8 On-Hit 33 arcane Damage +25% darkness +28% physical +25% light +25% temporal Ignore Armor +2 defense ------ Resistance +2% physical Unlife -60.00 life other ------- Max mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+7 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 200 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." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +41 (+6 eff.) Damage +30% darkness other ------- Mana/turn +0.40 Vim-on-crit +5.00 Max vim +37.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +24% Critical power +20.00% Spellpower +15 (+2 eff.) Damage +30% light defense ------ Physical save +15 (+3 eff.) Spell save +12 (+3 eff.) Mind save +14 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +19% Critical power +17.00% Spellpower +26 (+4 eff.) Damage +30% acid other ------- Max mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex +16 Con offense ------ Spell Crit +5% Mind Crit +7% Spellpower +15 (+2 eff.) Damage +30% acid Ignore resists +19% cold defense ------ Defense +15 (+4 eff.) Resistance +9% acid other ------- Max hate +12.47 Max psi +40.00 Light +5 Infravision +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 311.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 187% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +19 Str +14 Dex +19 Mag +19 Wil +19 Cun +21 Con offense ------ Physical Crit +41.0% Critical power +49.00% Physical Power +21 (+4 eff.) Ignore resists +20% blight Ignore Armor +24 other ------- Mana/turn +0.12 Mana-on-crit +2.46 Max mana +40.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 198% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +25 temporal On-Hit, radius 1 +24 nature On-crit, radius 2 +24 nature While equipped: defense ------ Resistance +6% arcane +6% physical Crit Resistance 18.58% Life +123.90 Disease Resist +25% Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego] Master Weapon Damage 183% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +16 (+4 eff.) defense ------ Defense +19 (+5 eff.) Disarm Resist +63% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego+] Nature Weapon Damage 166% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +84 fire While equipped: offense ------ Global Speed +13% Ignore resists +28% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego+] Nature/Master Weapon Damage 166% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +28 nature While equipped: offense ------ Ignore resists +21% physical Accuracy +35 (+8 eff.) Ignore Armor +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Nature Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 blight On-crit, radius 2 +39 lightning +45 cold On Hit: * 19% chance to reduce strength, dexterity, and constitution by 44 While equipped: offense ------ Move Speed +44% Ignore resists +25% lightning +18% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Normal] Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 279 damage over 5 turns and reducing armor and accuracy by 35 While equipped: offense ------ Physical Crit +14.0% Critical power +35.00% Ignore Armor +15 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature/Disrupt Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +11 Str +13 Dex +11 Mag +9 Wil +13 Cun +8 Con defense ------ Resistance +17% acid +15% lightning +16% cold +15% fire +10% all Spell save +15 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego] Arcane Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +16 light Damage Against +18% Undead On-Hit, radius 1 +16 fire Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +28 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +15 (+3 eff.) Ignore resists +10% physical Accuracy +23 (+5 eff.) Ignore Armor +13 One-handed war axes. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Crit: * Deals 138 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 18 acid Damage +15% acid Ignore resists +19% acid defense ------ Resistance +20% acid Life Regen +5.00 other ------- Talents +1 Attune Mindstar 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. |
enhanced drakeskin leather whip of shearing (150% power, 4 apr) enhanced drakeskin leather whip of shearing (150% power, 4 apr)3.0 Encumbrance T5 whip 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 150% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +11.0% Attack Speed 125% While equipped: Stats +10 Str +12 Dex +13 Mag +13 Wil +12 Cun +10 Con offense ------ Ignore resists +15% all Accuracy +19 (+4 eff.) Ignore Armor +14 Sharp, long and deadly. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Master When used to Attack: Weapon Damage 181% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +192 While equipped: Stats +11 Str +12 Dex offense ------ Accuracy +24 (+6 eff.) defense ------ Armor +10 Fatigue +8% Resistance +28% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +28% lightning +27% temporal +21% nature When Hit 12 cold On-Hit (Melee): * 25% chance to slow global speed by 76% * 25% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +42% lightning +21% cold +15% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +18 (+3 eff.) Spellpower/crit +6 defense ------ Resistance +15% all Silence Resist +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +15% blight +15% all Life +87.00 Life Regen +4.20 Healmod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +5 (+1 eff.) Damage +30% darkness defense ------ Resistance +45% darkness +15% all Mind save +28 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +16% nature defense ------ Resistance +17% blight +15% all Life +100.00 Life Regen +3.70 Healmod +15% Poison Resist +40% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +10 Cun +10 Dex defense ------ Armor +18 Defense +26 (+7 eff.) Fatigue +8% Resistance +28% fire A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+9 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +50 Defense +40 (+10 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+7 eff.) Spell save +35 (+7 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 Encumbrance T5 massive armor [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Life +46.00 Life Regen +7.00 Healmod +20% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor [Ego+] Master While equipped: defense ------ Armor +26 Fatigue +13% Physical save +13 (+2 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +6 Wil offense ------ Against +30% Summoned defense ------ Resist Against +38% Summoned Anomaly Control +16 Life +130.00 other ------- Max mana +56.00 Max stamina +37.00 Max hate +17.00 Max psi +23.00 Max vim +36.00 Max positive +25.00 Max negative +29.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +3.0% Physical Power +15 (+3 eff.) Damage +9% fire Ignore resists +20% light defense ------ Armor +24 Defense +12 (+3 eff.) Resistance +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Spellpower +30 (+4 eff.) Damage +9% arcane +9% cold When Hit 10 mind defense ------ Defense +2 (+1 eff.) Spell save +11 (+3 eff.) Mind save +10 (+2 eff.) other ------- Vim-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Physical Power +15 (+3 eff.) Damage +16% darkness Ignore resists +20% darkness Accuracy +32 (+7 eff.) defense ------ Defense +18 (+5 eff.) Resistance +25% darkness Physical save +6 (+1 eff.) Spell save +27 (+6 eff.) Mind save +14 (+3 eff.) Stealth +24 Unlife -20.00 life other ------- Max mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +15% nature +15% blight Physical save +7 (+1 eff.) Mind save +9 (+2 eff.) Unlife -50.00 life Life Regen +6.00 Healmod +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +6% Damage +11% darkness Ignore resists +20% darkness defense ------ Defense +3 (+1 eff.) Resistance +18% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +5.0% Spellpower/crit +12 Damage +9% arcane Ignore resists +31% blight +17% temporal +20% darkness On-Hit (Melee): * 24% chance to reduce strength, dexterity, and constitution by 44 defense ------ Armor +5 Resistance +30% darkness +30% temporal Out-of-Phase Defense +26 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% other ------- Max mana +122.27 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Con offense ------ Move Speed +25% defense ------ Armor +5 Physical save +25 (+5 eff.) Mind save +20 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+1 eff.) Ignore Armor +13 defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +15 Dex defense ------ Armor +5 Defense +17 (+4 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. |
![]() 3.0 Encumbrance T5 feet armor [Normal] While equipped: defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +15% darkness Ignore resists +10% darkness +20% nature Ignore Armor +5 On-Hit (Melee): * 20% chance to slow global speed by 76% defense ------ Armor +3 Fatigue +3% Physical save +15 (+3 eff.) Unlife -80.00 life A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +20% light defense ------ Armor +7 Defense +30 (+8 eff.) Fatigue +3% Resistance +3% physical +18% fire +8% nature +9% mind Crit Resistance 15.00% Spell save +6 (+2 eff.) Life +76.00 Healmod +14% A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% fire +13% cold A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +7 Wil defense ------ Armor +5 Fatigue +5% Resistance +15% blight Mind save +14 (+3 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +10 Cun offense ------ Accuracy +12 (+3 eff.) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Defense +12 (+3 eff.) Fatigue +5% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 Encumbrance 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. This item has been sent to the Item's Vault. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() 2.0 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +2 Resistance +3% acid +3% temporal +3% nature Life +145.00 Silence Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +3% physical Accuracy +20 (+5 eff.) defense ------ Armor +6 Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +27% darkness When Hit 2 mind 4 darkness defense ------ Resistance +6% blight +3% light +3% mind Life Regen +3.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 105 power out of 105/105 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. This item has been sent to the Item's Vault. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 776.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 861 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 562 Base Damage: 271 Armor: 6 All Resist: 6 Puts all charms on 36 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +2 Str +3 Dex +4 Mag +2 Cun offense ------ Accuracy +20 (+5 eff.) Ignore Armor +7 defense ------ Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 428 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+1 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 248.52 temporal and 513.00 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. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 163 lightning damage and will be dazed for 1 turn (817 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
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 Bebis the Lich Necromancer level 34
5th Haze 123rd year of Ascendancy at 16:59 see stats
By Bebis the Cornac Necromancer level 24
52nd Regrowth 123rd year of Ascendancy at 14:15 see stats
By Bebis the Lich Necromancer level 33
2nd Haze 123rd year of Ascendancy at 18:36 see stats
By Bebis the Lich Necromancer level 38
43rd Haze 123rd year of Ascendancy at 06:34 see stats
By Bebis the Lich Necromancer level 36
38th Haze 123rd year of Ascendancy at 15:15 see stats
By Bebis the Lich Necromancer level 46
15th Regrowth 124th year of Ascendancy at 20:40 see stats
By Bebis the Cornac Necromancer level 12
8th Flare 122nd year of Ascendancy at 14:13 see stats
By Bebis the Lich Necromancer level 35
33rd Haze 123rd year of Ascendancy at 23:24 see stats
By Bebis the Lich Necromancer level 40
73rd Haze 123rd year of Ascendancy at 02:29 see stats
By Bebis the Cornac Necromancer level 20
54th Haze 122nd year of Ascendancy at 01:43 see stats
By Bebis the Lich Necromancer level 50
73rd Regrowth 124th year of Ascendancy at 09:02 see stats
By Bebis the Cornac Necromancer level 20
55th Haze 122nd year of Ascendancy at 13:00 see stats
By Bebis the Cornac Necromancer level 23
29th Regrowth 123rd year of Ascendancy at 05:25 see stats
By Bebis the Cornac Necromancer level 26
4th Mirth 123rd year of Ascendancy at 00:41 see stats
By Bebis the Lich Necromancer level 50
39th Regrowth 124th year of Ascendancy at 16:28 see stats
By Bebis the Lich Necromancer level 34
31st Haze 123rd year of Ascendancy at 05:40 see stats
By Bebis the Cornac Necromancer level 24
52nd Regrowth 123rd year of Ascendancy at 14:51 see stats
By Bebis the Lich Necromancer level 31
43rd Dusk 123rd year of Ascendancy at 13:40 see stats
By Bebis the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 09:35 see stats
By Bebis the Cornac Necromancer level 20
53rd Haze 122nd year of Ascendancy at 21:00 see stats
By Bebis the Lich Necromancer level 30
40th Dusk 123rd year of Ascendancy at 08:22 see stats
By Bebis the Lich Necromancer level 40
71st Haze 123rd year of Ascendancy at 13:28 see stats
By Bebis the Lich Necromancer level 50
38th Regrowth 124th year of Ascendancy at 21:30 see stats
By Bebis the Lich Necromancer level 28
18th Dusk 123rd year of Ascendancy at 18:19 see stats
By Bebis the Lich Necromancer level 49
38th Regrowth 124th year of Ascendancy at 21:30 see stats
By Bebis the Lich Necromancer level 48
21st Regrowth 124th year of Ascendancy at 01:43 see stats
By Bebis the Lich Necromancer level 44
8th Allure 124th year of Ascendancy at 23:11 see stats
By Bebis the Cornac Necromancer level 26
4th Mirth 123rd year of Ascendancy at 23:31 see stats
By Bebis the Lich Necromancer level 35
34th Haze 123rd year of Ascendancy at 01:12 see stats
By Bebis the Lich Necromancer level 50
73rd Regrowth 124th year of Ascendancy at 09:00 see stats
By Bebis the Cornac Necromancer level 24
52nd Regrowth 123rd year of Ascendancy at 14:15 see stats
By Bebis the Cornac Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:29 see stats
By Bebis the Cornac Necromancer level 12
6th Dusk 122nd year of Ascendancy at 11:50 see stats
By Bebis the Cornac Necromancer level 24
52nd Regrowth 123rd year of Ascendancy at 14:15 see stats
By Bebis the Cornac Necromancer level 26
3rd Mirth 123rd year of Ascendancy at 17:53 see stats
By Bebis the Lich Necromancer level 50
73rd Regrowth 124th year of Ascendancy at 09:02 see stats
By Bebis the Lich Necromancer level 45
10th Allure 124th year of Ascendancy at 23:48 see stats
By Bebis the Cornac Necromancer level 21
73rd Haze 122nd year of Ascendancy at 13:58 see stats
By Bebis the Cornac Necromancer level 26
2nd Mirth 123rd year of Ascendancy at 22:30 see stats
By Bebis the Cornac Necromancer level 25
33rd Pyre 123rd year of Ascendancy at 18:12 see stats
By Bebis the Cornac Necromancer level 17
2nd Haze 122nd year of Ascendancy at 06:37 see stats
By Bebis the Lich Necromancer level 32
1st Haze 123rd year of Ascendancy at 20:36 see stats
Log
Shadow casts Phase Door.
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Shadow casts Phase Door.
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Shadow casts Phase Door.
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The rod emits a strange noise, glows briefly and returns to normal.
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The rod emits a strange noise, glows briefly and returns to normal.
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Shadow casts Phase Door.
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There is no way out of this level here.
Shadow casts Phase Door.
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Shadow casts Phase Door.
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Shadow casts Phase Door.
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There is no way out of this level here.
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There is no way out of this level here.
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There is no way out of this level here.
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Shadow casts Phase Door.
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Shadow casts Phase Door.
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Shadow casts Phase Door.