













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official 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 | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 50 / 1349% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 27 on the 4th Decay 122nd year of Ascendancy at 18:09 4 / 3Killed by Aerakira the faerlhing at level 33 on the 31st Pyre 123rd year of Ascendancy at 20:06 Killed by Aerakira the faerlhing at level 33 on the 31st Pyre 123rd year of Ascendancy at 20:15 |
Primary Stats
Strength | 92 (base 34) |
Dexterity | 120 (base 60) |
Constitution | 40 (base 16) |
Magic | 123 (base 64) |
Willpower | 46 (base 8) |
Cunning | 106 (base 60) |
Resources
Life | 1560/1560 |
Mana | 384/384 |
Stamina | 297/297 |
Vim | 266/266 |
Healing Factor | 1.6022297605397 |
Regeneration | 0.40055744013492 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38.94721197286% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 21 |
See Stealth | 53 |
See Invisible | 57 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 113 |
Accuracy | 83 |
Crit Chance | 59% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Nature | +20% |
Cold | +44% |
Lightning | +116% |
Fire | +44% |
All | +9% |
Offense: Damage Penetration
Lightning | +95% |
Mind | +55% |
All | +45% |
Defense: Base
Armour (hardiness) | 61.5 (58.579428603723%) |
Defense | 82 |
Ranged Defense | 88 |
Fatigue | 8 |
Physical Save | 62 |
Spell Save | 52 |
Mental Save | 50 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 61%( 70%) |
Arcane | 0%( 40%) |
Cold | + 80%( 80%) |
All | + 17%( 70%) |
Physical | + 38%( 70%) |
Lightning | + 80%( 80%) |
Light | + 29%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 54%( 70%) |
Darkness | + 59%( 80%) |
Fire | + 80%( 80%) |
Nature | + 80%( 80%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 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 1006 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 241 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. |
Runes | Effective talent level: 1.0 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. Its effects scale with your Willpower stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Elemental Discord |
talent | Feather Wind |
talent | Shock Hands |
talent | Chant of Fortress |
talent | Shielding |
talent | Thunderstorm |
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. | active |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost defiler from death by Vorama the snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Cyrota the cave troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arcaolof. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by cold drake hatchling. Escort: worried loremaster (level 2 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1777. | 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. | active |
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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +7 Wil offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +10 (+2 eff.) Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce armor by 45% defense ------ Resistance +6% acid +9% darkness +9% mind Physical save +15 (+3 eff.) Healmod +28% Blind Resist +100% Confus Resist +59% other ------- Light +17 See Stealth +41 See Invis +45 Track: Puts all charms on 40 cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invis +12 Track: Effective talent level: 2.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 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." |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Mag +6 Wil +5 Cun +5 Con offense ------ Mindpower +10 (+3 eff.) Damage +10% lightning +10% fire +11% nature +10% cold Accuracy +11 (+2 eff.) Ignore Armor +11 defense ------ Defense +10 (+2 eff.) Resistance +6% darkness +12% fire +6% mind +22% nature Crit Resistance 15.00% Healmod +10% other ------- Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Ignore resists +20% lightning defense ------ Resistance +20% acid +18% blight +20% fire +52% cold +19% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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 +12% Critical power +16.00% Spellpower +15 (+3 eff.) Damage +42% lightning Ignore resists +30% lightning defense ------ Resistance +21% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 46.56 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. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Ignore resists +20% all Accuracy +20 (+4 eff.) defense ------ Resistance +30% mind Confus Resist +30% Fear Resist +30% other ------- Light +2 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 596% for 1 game turn. 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 light, 5 blight, 3 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. 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 211 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. 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: 15 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 315 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 6 times. 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. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Cun +6 Mag offense ------ Spell Crit +6% Critical power +20.00% Spellpower +6 (+1 eff.) Mindpower +10 (+3 eff.) On-Hit 15 light 15 darkness Damage +8% temporal +8% physical +21% light +32% darkness Ignore resists +10% darkness +10% light When Hit: * 15% chance to reduce damage dealt by 26% * 15% chance to blind defense ------ Resistance +14% physical other ------- Stamina/turn +1.20 Masteries +0.40 Spell/Air Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +12 (+2 eff.) defense ------ Defense +14 (+3 eff.) Resist unseen 12% Healmod +25% Cut Resist +60% Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 286 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Critical power +11.00% Move Speed +10% Accuracy +6 (+1 eff.) Ignore Armor +13 defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 26/30 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 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +30% arcane defense ------ Resistance +15% acid +9% nature +15% mind Life +44.00 Blind Resist +20% Silence Resist +20% Disarm Resist +44% Pinning Resist +44% Stun Resist +20% Knockbk Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +11 Str +7 Con offense ------ Spell Crit +2% Physical Power +11 (+3 eff.) Spellpower/crit +10 Damage +12% mind +9% arcane Ignore resists +25% blight defense ------ Spell save +6 (+2 eff.) other ------- Max mana +60.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Mindpower +27 (+8 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +7 (+2 eff.) Damage +13% light defense ------ Resistance +26% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+2 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. This item has been sent to the Item's Vault. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 76.5 - 114.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +34 cold Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 69.5 - 104.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 129 acid damage (1/turn) While equipped: offense ------ Damage +26% acid Ignore resists +42% acid Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 66.0 - 105.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +28 light Damage Against +27% Undead On-Hit, radius 1 +25 lightning +16 cold +25 nature While equipped: offense ------ Damage +12% lightning +18% cold +37% nature When Hit 12 cold defense ------ Resistance +18% nature Massive two-handed swords. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. This item has been sent to the Item's Vault. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego] Nature Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +30 cold While equipped: offense ------ Physical Crit +11.0% Critical power +24.00% Ignore Armor +15 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid +41 nature While equipped: offense ------ Ignore resists +22% acid +21% nature Ignore Armor +11 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 darkness On-crit, radius 2 +25 blight While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +9% blight Ignore resists +20% temporal +15% darkness +15% cold On-Hit (Melee): * 25% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% darkness +15% temporal Healmod +30% Heal-on-summon +57 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Normal] Nature Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) 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. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +14% Mindpower +10 (+3 eff.) Global Speed +10% On-Hit 20 fire Damage +20% fire Ignore resists +19% fire defense ------ Resistance +12% fire other ------- Hate-on-crit +6.00 Psi-on-crit +6.00 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. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +40 fire While equipped: offense ------ Damage +21% mind +22% fire Ignore resists +30% fire When Hit 12 light 10 fire On-Hit (Ranged): * 25% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +19% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +5 Mag offense ------ Damage +9% temporal +14% physical Ignore resists +10% temporal +11% physical other ------- Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag 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 (+10 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 (+) +50.00 Max (-) +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 T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +1 Dex offense ------ Spell Crit +10% Spellpower +24 (+5 eff.) Spellpower/crit +9 Damage +20% lightning +12% fire Ignore resists +15% fire other ------- Vim-on-crit +4.00 Max vim +22.00 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 99.78 to 119.74 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+8 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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 +5% Spellpower +15 (+3 eff.) Damage +30% light Ignore resists +15% light other ------- Talents +1 Command Staff On Spell Hit: 10% Arcane Vortex 6 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag 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 +5% Spellpower +15 (+3 eff.) Spellpower/crit +11 Damage +30% temporal defense ------ Resistance +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego+] Arcane/Master Weapon Damage 53.5 - 85.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +23 fire On Crit: * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +19.0% Physical Power +17 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Psionic Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 darkness Damage Against +14% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +12% nature Ignore resists +25% lightning +15% darkness +25% nature When Hit 10 lightning On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Resistance +21% lightning Mind save +13 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +6 Dex +6 Cun +10 Lck offense ------ Damage +37% light +18% blight Ignore resists +15% darkness When Hit 10 blight On-Hit (Melee): * 25% chance to reduce damage dealt by 26% defense ------ Resistance +15% blight +12% darkness Stealth +15 other ------- Disarm Traps +27 Light +4 Infravision +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +6 Cun +6 Con offense ------ Physical Crit +14.0% Spell Crit +4% Mind Crit +13% Physical Power +11 (+3 eff.) Mindpower +21 (+7 eff.) Spellpower/crit +12 Damage +6% arcane +6% cold Ignore resists +10% cold defense ------ Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) other ------- Max vim +30.00 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +12 Str +10 Con offense ------ Physical Crit +8.3% Physical Power +25 (+5 eff.) Ignore resists +26% temporal Ignore Armor +7 When Hit 6 lightning defense ------ Defense +3 (+0 eff.) Physical save +15 (+3 eff.) Life +109.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Damage +18% lightning +12% darkness +37% arcane Ignore resists +30% mind Accuracy +35 (+7 eff.) When Hit 6 lightning On-Hit (Melee): * 25% chance to reduce damage dealt by 26% * 25% chance to reduce all saves and defense by 32 defense ------ Defense +3 (+0 eff.) Fatigue -10% Resistance +21% darkness Life +110.00 other ------- Max stamina +40.00 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 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil offense ------ Spellpower/crit +4 Damage +12% lightning +6% cold When Hit 4 arcane defense ------ Defense +13 (+2 eff.) Resistance +15% lightning +18% cold Physical save +10 (+2 eff.) 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 +13 (+2 eff.) Resistance +23% light +16% fire Stealth +10 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 T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +10% light +10% lightning defense ------ Defense +7 (+1 eff.) Resistance +6% darkness +3% mind Physical save +6 (+1 eff.) Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +27 (+5 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Fatigue -6% Life +63.00 other ------- Max stamina +28.00 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 T2 cloth armor [Rare] Arcane While equipped: offense ------ Damage +3% lightning +9% fire +17% light +18% acid Ignore resists +10% lightning +15% fire defense ------ Resistance +12% acid +25% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: Stats +9 Cun offense ------ Critical power +18.00% defense ------ Resistance +15% all other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +9 Defense +18 (+3 eff.) Fatigue -7% Resistance +9% nature Physical save +13 (+3 eff.) Life Regen +7.00 Healmod +26% other ------- Encumbrance +33 Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +9% light +6% cold Ignore resists +15% lightning +10% cold When Hit 6 cold defense ------ Armor +3 Resistance +12% light +3% cold Life Regen +6.00 Healmod +13% other ------- Light +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +2% When Hit 4 blight defense ------ Armor +3 Defense +25 (+5 eff.) Fatigue +2% Physical save +12 (+3 eff.) Silence Resist +20% other ------- Stamina/turn +0.40 Max stamina +14.00 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 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +10 Mag offense ------ Spellpower +10 (+2 eff.) Damage +10% acid +9% blight defense ------ Armor +5 Disease Resist +48% other ------- Stamina/turn +1.00 Max stamina +40.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Ignore Armor +12 defense ------ Armor +5 Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +6 Con +5 Wil offense ------ Mindpower +8 (+2 eff.) Ignore resists +7% physical defense ------ Armor +5 Fatigue +4% Blindside: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 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 27 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 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +5 Con +6 Wil offense ------ Mindpower +9 (+3 eff.) Ignore resists +10% physical defense ------ Armor +5 Fatigue +4% Blindside: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 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 27 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. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +5 Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +2 (+0 eff.) defense ------ Armor +3 Silence Resist +32% Confus Resist +32% Stun Resist +34% A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str offense ------ Physical Power +0 (+0 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +0 (+0 eff.) Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 178.39 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Defense +3 (+0 eff.) Shield Power +14% Life Regen +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Str +7 Dex defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 429.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +5 Wil +6 Con offense ------ Physical Power +8 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +6 Defense +15 (+3 eff.) Fatigue +4% Resistance +8% physical Physical save +33 (+8 eff.) Mind save +16 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +18% light +17% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Psionic While equipped: Stats +8 Cun +4 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Mind save +23 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: Stats +7 Str +7 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% fire Life +66.00 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: offense ------ Spellpower +30 (+6 eff.) Spellpower/crit +4 On-Hit 5 fire On-Ranged-Hit 7 fire When Hit 6 blight defense ------ Armor +15 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% acid +10% fire +7% cold +20% physical Physical save +12 (+3 eff.) other ------- Breathe water A suit of armour made of leather. This object's appearance was changed to hardened leather armour. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun defense ------ Armor +15 Defense +30 (+6 eff.) Fatigue +8% Resistance +14% light +17% darkness Mind save +20 (+7 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con defense ------ Armor +22 Fatigue +22% Resistance +15% acid +12% cold Life +73.00 other ------- Breathe water A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego] Arcane/Psionic While equipped: defense ------ Armor +16 Fatigue +22% Resistance +19% light +19% darkness +9% mind Mind save +19 (+6 eff.) A suit of armour made of metal plates. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Arcane Weapon Damage 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 24 On Hit: 20% Curse of Vulnerability 5 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +9 Wil +5 Cun offense ------ Accuracy +7 (+1 eff.) defense ------ Resistance +10% darkness +7% fire Physical save +13 (+3 eff.) Spell save +24 (+8 eff.) Mind save +11 (+4 eff.) Life +80.00 other ------- Max mana +20.00 Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Psionic While equipped: Stats +1 Str offense ------ Critical power +5.00% Damage +6% mind +6% fire defense ------ Resistance +21% lightning +6% blight Mind save +5 (+2 eff.) Life +40.00 Disarm Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 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 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. |
![]() 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? |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 57.51 cold damage and 43.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 229.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 229.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 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 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 330.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +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. |
![]() 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 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. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 786.24 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. This item has been sent to the Item's Vault. |
![]() 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 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 T4 torque charm [Rare] Psionic While equipped: offense ------ When Hit 6 cold On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Defense +25 (+5 eff.) Resistance +5% arcane Spell save +18 (+6 eff.) Silence Resist +20% Knockbk Resist +20% Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 382 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +27% darkness +6% blight Ignore resists +20% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to reduce damage dealt by 26% defense ------ Resistance +12% darkness Blast the opponent's mind dealing 518 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 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. |
![]() 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 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 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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 T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Arcaolof the Skeleton Arcane Blade level 35
63rd Pyre 123rd year of Ascendancy at 19:55 see stats
By Arcaolof the Skeleton Arcane Blade level 35
62nd Pyre 123rd year of Ascendancy at 01:16 see stats
By Arcaolof the Skeleton Arcane Blade level 27
4th Decay 122nd year of Ascendancy at 18:42 see stats
By Arcaolof the Skeleton Arcane Blade level 39
54th Dusk 123rd year of Ascendancy at 14:07 see stats
By Arcaolof the Skeleton Arcane Blade level 45
10th Decay 123rd year of Ascendancy at 22:50 see stats
By Arcaolof the Skeleton Arcane Blade level 37
4th Mirth 123rd year of Ascendancy at 22:08 see stats
By Arcaolof the Skeleton Arcane Blade level 28
28th Regrowth 123rd year of Ascendancy at 07:23 see stats
By Arcaolof the Skeleton Arcane Blade level 50
35th Regrowth 124th year of Ascendancy at 11:35 see stats
By Arcaolof the Skeleton Arcane Blade level 15
53rd Dusk 122nd year of Ascendancy at 17:19 see stats
By Arcaolof the Skeleton Arcane Blade level 40
59th Dusk 123rd year of Ascendancy at 20:18 see stats
By Arcaolof the Skeleton Arcane Blade level 36
68th Pyre 123rd year of Ascendancy at 22:15 see stats
By Arcaolof the Skeleton Arcane Blade level 30
52nd Regrowth 123rd year of Ascendancy at 22:59 see stats
By Arcaolof the Skeleton Arcane Blade level 39
57th Dusk 123rd year of Ascendancy at 21:39 see stats
By Arcaolof the Skeleton Arcane Blade level 50
71st Regrowth 124th year of Ascendancy at 17:56 see stats
By Arcaolof the Skeleton Arcane Blade level 18
32nd Haze 122nd year of Ascendancy at 12:49 see stats
By Arcaolof the Skeleton Arcane Blade level 50
25th Regrowth 124th year of Ascendancy at 15:50 see stats
By Arcaolof the Skeleton Arcane Blade level 50
66th Regrowth 124th year of Ascendancy at 22:55 see stats
By Arcaolof the Skeleton Arcane Blade level 50
55th Regrowth 124th year of Ascendancy at 02:40 see stats
By Arcaolof the Skeleton Arcane Blade level 29
43rd Regrowth 123rd year of Ascendancy at 11:50 see stats
By Arcaolof the Skeleton Arcane Blade level 28
3rd Allure 123rd year of Ascendancy at 10:34 see stats
By Arcaolof the Skeleton Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 18:56 see stats
By Arcaolof the Skeleton Arcane Blade level 20
38th Haze 122nd year of Ascendancy at 08:26 see stats
By Arcaolof the Skeleton Arcane Blade level 30
43rd Regrowth 123rd year of Ascendancy at 12:33 see stats
By Arcaolof the Skeleton Arcane Blade level 40
59th Dusk 123rd year of Ascendancy at 01:58 see stats
By Arcaolof the Skeleton Arcane Blade level 50
18th Regrowth 124th year of Ascendancy at 20:57 see stats
By Arcaolof the Skeleton Arcane Blade level 50
26th Regrowth 124th year of Ascendancy at 02:46 see stats
By Arcaolof the Skeleton Arcane Blade level 50
57th Regrowth 124th year of Ascendancy at 10:34 see stats
By Arcaolof the Skeleton Arcane Blade level 23
60th Haze 122nd year of Ascendancy at 13:49 see stats
By Arcaolof the Skeleton Arcane Blade level 19
38th Haze 122nd year of Ascendancy at 06:17 see stats
By Arcaolof the Skeleton Arcane Blade level 14
22nd Dusk 122nd year of Ascendancy at 02:59 see stats
By Arcaolof the Skeleton Arcane Blade level 37
68th Pyre 123rd year of Ascendancy at 23:16 see stats
By Arcaolof the Skeleton Arcane Blade level 50
71st Regrowth 124th year of Ascendancy at 17:54 see stats
By Arcaolof the Skeleton Arcane Blade level 16
21st Haze 122nd year of Ascendancy at 20:44 see stats
By Arcaolof the Skeleton Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 22:25 see stats
By Arcaolof the Skeleton Arcane Blade level 49
10th Regrowth 124th year of Ascendancy at 09:17 see stats
By Arcaolof the Skeleton Arcane Blade level 23
62nd Haze 122nd year of Ascendancy at 01:44 see stats
By Arcaolof the Skeleton Arcane Blade level 50
71st Regrowth 124th year of Ascendancy at 17:56 see stats
By Arcaolof the Skeleton Arcane Blade level 45
10th Decay 123rd year of Ascendancy at 10:56 see stats
By Arcaolof the Skeleton Arcane Blade level 12
14th Dusk 122nd year of Ascendancy at 02:02 see stats
By Arcaolof the Skeleton Arcane Blade level 41
2nd Haze 123rd year of Ascendancy at 17:16 see stats
By Arcaolof the Skeleton Arcane Blade level 23
61st Haze 122nd year of Ascendancy at 17:06 see stats
By Arcaolof the Skeleton Arcane Blade level 28
29th Regrowth 123rd year of Ascendancy at 03:34 see stats
By Arcaolof the Skeleton Arcane Blade level 16
20th Haze 122nd year of Ascendancy at 00:46 see stats
By Arcaolof the Skeleton Arcane Blade level 34
61st Pyre 123rd year of Ascendancy at 10:54 see stats
By Arcaolof the Skeleton Arcane Blade level 49
2nd Regrowth 124th year of Ascendancy at 16:24 see stats
Log
High Sun Paladin Aeryn stops regenerating health quickly.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 552 healing.
Talent Blinding Speed is ready to use.
Arcaolof picks up ( .): moonstone.
Resting starts...
Rested for 64 turns (stop reason: all resources and life at maximum).
Arcaolof picks up ( .): pearl.
Arcaolof picks up (B.): chilling voratun battleaxe of massacre (76-115 power, 4 apr).
Ran for 7 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Saving game...
Today is the 72nd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
You don't see how to get there...
Saving done.
Ran for 2 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
The furious lightning storm around Arcaolof calms down and disappears.