Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 46 / 47% |
Size | big |
Lifes / Deaths | Killed by Celia at level 29 on the 40th Pyre 123rd year of Ascendancy at 21:42 2 / 5Killed by skeleton mage at level 29 on the 40th Pyre 123rd year of Ascendancy at 22:31 Killed by Lord of Skulls (warrior) at level 33 on the 3rd Flare 123rd year of Ascendancy at 13:44 Killed by Beludhera the Invoker at level 46 on the 75th Regrowth 124th year of Ascendancy at 10:07 Killed by Ememima the Flamebringer at level 46 on the 75th Regrowth 124th year of Ascendancy at 10:42 |
Antimagic | Follower |
Primary Stats
Strength | 146 (base 62) |
Dexterity | 62 (base 30) |
Constitution | 90 (base 44) |
Magic | 22 (base 12) |
Willpower | 65 (base 13) |
Cunning | 118 (base 61) |
Resources
Life | 1808/1808 |
Stamina | 414/414 |
Equilibrium | 0 |
Healing Factor | 1.7118158716399 |
Regeneration | 55.966784807434 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 2 |
Infravision | 5 |
See Stealth | 47.872128145023 |
See Invisible | 47.872128145023 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 249 |
Accuracy | 48 |
Crit Chance | 65% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +15% |
Blight | +12% |
Arcane | +3% |
Physical | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +10% |
Physical | +26% |
Defense: Base
Armour (hardiness) | 47.292304923968 (87.807182003187%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 43 |
Mental Save | 50 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 34%( 70%) |
All | + 18%( 70%) |
Darkness | + 39%( 80%) |
Light | + 30%( 70%) |
Fire | + 34%( 70%) |
Lightning | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 47% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 338 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 959% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -995 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 995 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You 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 Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 681. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Wil +7 Lck dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Crit.chn- 15.00% Stealth +8 ---------- misc Equi/ret +0.20 Infravis +3 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +1 Con ----- def ----- Resists +7% blight +3% all Spell.save +7 (+2 eff.) HP.reg +3.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 31 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 61% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 38 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Dmg.mod +9% darkness Apr +3 ----- def ----- Defense +30 (+10 eff.) Spell.save +11 (+4 eff.) Die.at -40.00 life ---------- misc Max.stam +15.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +6 Wil +6 Cun dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +18% physical Res.pen +10% physical Apr +2 Melee Ret 4 light 4 fire ----- def ----- Resists +9% fire Die.at -40.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +4 Resists +12% cold +3% fire HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 175% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +10 Mag +26 Wil +9 Cun +23 Con dps ---------- Dmg.mod +3% arcane +12% blight Res.pen +16% physical Acc +12 (+4 eff.) Apr +14 ----- def ----- Max.HP +69.00 ---------- misc Mana/turn +0.08 Max.vim +10.00 Infravis +1 Massive two-handed mauls. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +2 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +3 HP.reg +7.00 ---------- misc Stam/turn +1.50 Max.stam +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +8 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +20 (+7 eff.) Max.HP +56.00 HP.reg +8.00 Heal.mod +13% A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +10 (+3 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life 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 T5 amulet jewelry [Ego++] Master While equipped: Stats +5 Dex +6 Cun +6 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+2 eff.) Apr +18 ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -926 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 926 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 66 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. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T3 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +15% blight Poison- +26% Disease- +23% ---------- misc Masteries +0.16 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +19% lightning Stun/Frz- +25% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +31% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +14% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Phys.save +10 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +9 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 14% Blind- +18% ---------- misc Infravis +5 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +7 Cun +12 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -9% HP.reg +4.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +14 Dex +6 Wil Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.50 Masteries +0.24 Technique/Bloodthirst +0.24 Technique/Superiority Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 10 physical Ranged+ 9 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 33 On Hit (Ranged): * 13% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +13% physical Acc +10 (+3 eff.) ----- def ----- Resists +13% physical Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +13% Acc +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Fatigue -4% ---------- misc Max.enc +22 Blinding Speed: Puts all charms on 31 cooldown Level 3.9 Pwr.cost 31 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +14% acid +6% all ----- def ----- Resists +28% acid Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +15% mind ----- def ----- Resists +15% mind Spell.save +14 (+5 eff.) ---------- misc Max.stam +37.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Dex +13 Wil dps ---------- Dmg.mod +15% temporal Res.pen +15% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 27% ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Infravis +2 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +69.00 HP.reg +15.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +56.00 HP.reg +13.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +4 Dex +8 Wil +13 Cun +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +15% nature ----- def ----- Resists +30% nature Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Psionic Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 lightning +23 nature +8 darkness On Hit.r1 +8 lightning On Crit.r2 +126 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +11% Dmg.mod +3% lightning Res.pen +20% darkness +34% fire Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 162% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +17% acid Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Normal] Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +17 Con +11 Wil dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +11% physical ----- def ----- Max.HP +46.00 Disarm- +28% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+6 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.9 Pwr.cost 14 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +11% Res.pen +24% fire Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +16 Con +10 Wil dps ---------- Phys.pwr +12 (+2 eff.) Res.pen +7% physical ----- def ----- Max.HP +14.00 Disarm- +21% Massive two-handed mauls. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 darkness Against +14% Living While equipped: Stats +6 Str +3 Dex dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 61% ---------- misc Max.stam +20.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +46 fire While equipped: dps ---------- Phys.crit +10.0% Crit.mult +20.00% All.spd +7% Res.pen +6% fire Apr +10 Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +11 (+2 eff.) Dmg.mod +15% darkness ---------- misc Vim/s.crit +2.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+3 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +1.30 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +9% Spell.pwr +20 (+3 eff.) Melee+ 27 arcane Dmg.mod +30% physical ----- def ----- Phys.save +13 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+5 eff.) ---------- misc Max.mana +79.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +15 Mag +9 Wil +12 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +8 Dmg.mod +30% darkness ----- def ----- Resists +12% darkness +12% temporal Def/telep +24 Res/telep +9% Dur/telep +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego+] Master/Psionic Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +24 darkness Against +19% Living While equipped: dps ---------- Phys.crit +16.0% Crit.mult +40.00% Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +17 (+3 eff.) ----- def ----- Resists +7% all ---------- misc Mana/turn +0.13 Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +12% Crit.mult +16.00% Spell.pwr +27 (+4 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.28 Hate/m.crit +2.00 Psi/m.crit +2.00 Max.mana +84.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +17% nature +18% lightning ----- def ----- Resists +27% lightning +11% all Poison- +28% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +9 Wil +5 Cun +5 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +24% mind Res.pen +9% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Armour +5 Fatigue +4% Resists +9% mind +9% fire +3% light +14% cold Phys.save +15 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+5 eff.) ---------- misc Light +3 Blindside: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +21% lightning +9% fire +6% cold Crit.chn- 15.00% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +5 Fatigue +4% Silence- +35% Confus- +29% Stun/Frz- +38% Rush: Puts all charms on 19 cooldown Level 3.9 Pwr.cost 19 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 15 cold Dmg.mod +27% blight +10% cold +18% light Res.pen +15% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 33 * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Resists +10% cold 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. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.psi +20.00 Breathe water A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +12 Mag +7 Con dps ---------- Dmg.mod +13% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +9 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 5.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 38 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 33.82 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun ----- def ----- Armour +15 Defense +13 (+4 eff.) Fatigue +12% Resists +6% blight Mind.save +13 (+5 eff.) Max.HP +23.00 HP.reg +6.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +28% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +6 Mag +3 Wil dps ---------- Phys.crit +14.0% Crit.mult +17.00% Phys.pwr +8 (+1 eff.) Apr +20 ----- def ----- Armour +8 Defense +35 (+11 eff.) Fatigue +8% Resists +8% mind Mind.save +23 (+8 eff.) ---------- misc Stam/turn +1.30 Light +3 See.Invis +6 Second Wind: (Instant) Puts all charms on 27 cooldown Level 6.5 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 284 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +5% physical +11% cold +13% lightning +6% fire Mind.save +14 (+5 eff.) Disarm- +20% Stun/Frz- +25% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +13 Fatigue +8% Resists +9% acid +6% fire +9% lightning +9% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T4 arrow ammo [Ego+] Disrupt/Master Power 166% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 20 Against +8% Unnatural +24% Unliving On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Rare] Master Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +3.0% Capacity 20 On Hit.r1 +20 light +20 blight On Crit.r2 +20 mind +20 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% fire Res.pen +10% fire Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +15% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(122 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Max.HP +57.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 14 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 288.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego++] Arcane Power 174% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +14 Crit +7.0% Capacity 47 Rld cld 3 On Hit: 20% Curse of Death 5 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 12 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Liea the Cornac Berserker level 34
7th Flare 123rd year of Ascendancy at 06:27 see stats
By Liea the Cornac Berserker level 34
4th Flare 123rd year of Ascendancy at 20:42 see stats
By Liea the Cornac Berserker level 23
15th Regrowth 123rd year of Ascendancy at 01:02 see stats
By Liea the Cornac Berserker level 38
36th Dusk 123rd year of Ascendancy at 17:24 see stats
By Liea the Cornac Berserker level 43
56th Haze 123rd year of Ascendancy at 01:53 see stats
By Liea the Cornac Berserker level 37
32nd Dusk 123rd year of Ascendancy at 02:57 see stats
By Liea the Cornac Berserker level 15
53rd Dusk 122nd year of Ascendancy at 17:52 see stats
By Liea the Cornac Berserker level 45
67th Regrowth 124th year of Ascendancy at 11:11 see stats
By Liea the Cornac Berserker level 14
34th Dusk 122nd year of Ascendancy at 07:52 see stats
By Liea the Cornac Berserker level 35
26th Dusk 123rd year of Ascendancy at 03:57 see stats
By Liea the Cornac Berserker level 38
43rd Dusk 123rd year of Ascendancy at 02:17 see stats
By Liea the Cornac Berserker level 22
10th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Liea the Cornac Berserker level 19
64th Dusk 122nd year of Ascendancy at 23:35 see stats
By Liea the Cornac Berserker level 26
44th Regrowth 123rd year of Ascendancy at 19:11 see stats
By Liea the Cornac Berserker level 25
35th Regrowth 123rd year of Ascendancy at 11:40 see stats
By Liea the Cornac Berserker level 28
67th Regrowth 123rd year of Ascendancy at 17:00 see stats
By Liea the Cornac Berserker level 31
54th Pyre 123rd year of Ascendancy at 07:39 see stats
By Liea the Cornac Berserker level 10
4th Flare 122nd year of Ascendancy at 06:03 see stats
By Liea the Cornac Berserker level 20
65th Dusk 122nd year of Ascendancy at 23:11 see stats
By Liea the Cornac Berserker level 30
45th Pyre 123rd year of Ascendancy at 16:25 see stats
By Liea the Cornac Berserker level 40
8th Haze 123rd year of Ascendancy at 05:34 see stats
By Liea the Cornac Berserker level 29
38th Pyre 123rd year of Ascendancy at 06:41 see stats
By Liea the Cornac Berserker level 26
39th Regrowth 123rd year of Ascendancy at 19:44 see stats
By Liea the Cornac Berserker level 28
3rd Pyre 123rd year of Ascendancy at 10:34 see stats
By Liea the Cornac Berserker level 19
65th Dusk 122nd year of Ascendancy at 00:49 see stats
By Liea the Cornac Berserker level 36
26th Dusk 123rd year of Ascendancy at 07:35 see stats
By Liea the Cornac Berserker level 34
4th Flare 123rd year of Ascendancy at 19:56 see stats
By Liea the Cornac Berserker level 10
3rd Dusk 122nd year of Ascendancy at 15:05 see stats
By Liea the Cornac Berserker level 21
6th Allure 123rd year of Ascendancy at 22:54 see stats
By Liea the Cornac Berserker level 45
72nd Regrowth 124th year of Ascendancy at 06:40 see stats
By Liea the Cornac Berserker level 8
1st Summertide 122nd year of Ascendancy at 08:34 see stats
By Liea the Cornac Berserker level 39
78th Dusk 123rd year of Ascendancy at 23:12 see stats
By Liea the Cornac Berserker level 21
6th Allure 123rd year of Ascendancy at 13:23 see stats
By Liea the Cornac Berserker level 26
36th Regrowth 123rd year of Ascendancy at 14:00 see stats
By Liea the Cornac Berserker level 19
61st Dusk 122nd year of Ascendancy at 05:36 see stats
By Liea the Cornac Berserker level 33
3rd Flare 123rd year of Ascendancy at 15:50 see stats
Log
Ememima the Flamebringer casts Flame.
Ememima the Flamebringer hits Liea for 224 fire damage.
Ememima the Flamebringer hits Ememima the Flamebringer for 1 fire damage.
Burning from Beludhera the Invoker hits Ememima the Flamebringer for 21 fire damage.
Liea the level 46 cornac berserker was blazed to death by Ememima the Flamebringer on level 1 of Hidden Vault - Vor Pride (2).
Liea no longer revels in blood quite so much.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ememima the Flamebringer killed Liea!
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.