












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 5521% |
Size | medium |
Lifes / Deaths | Killed by Hypostasis of Entropy at level 50 on the 8th Flare 125th year of Ascendancy at 18:01 / 3Killed by Vulfot the uruivellas at level 50 on the 17th Dusk 125th year of Ascendancy at 14:56 Killed by Epoch at level 50 on the 25th Dusk 125th year of Ascendancy at 02:55 |
Primary Stats
Strength | 83 (base 12) |
Dexterity | 149 (base 66) |
Constitution | 53 (base 29) |
Magic | 122 (base 64) |
Willpower | 46 (base 15) |
Cunning | 125 (base 60) |
Resources
Life | -820/1041 |
Stamina | 127/337 |
Healing Factor | 1.1252296711834 |
Regeneration | 34.059032821401 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10.511409973216 |
Infravision | 7 |
See Stealth | 74.636420496678 |
See Invisible | 74.636420496678 |
Offense: Mainhand
Damage | 324 |
Accuracy | 107 |
Crit Chance | 115% |
APR | 6 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 60 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 76% |
Speed | 1 |
Offense: Damage Bonus
Fire | +37% |
Lightning | +68% |
Nature | +19% |
Darkness | +42% |
Cold | +53% |
Physical | +121% |
Mind | +40% |
All | +7% |
Offense: Damage Penetration
Darkness | +31% |
Fire | +10% |
Physical | +48% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.821826695789 (83.146977276679%) |
Defense | 96 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 40 |
Mental Save | 48 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 48%( 70%) |
Physical | + 61%( 70%) |
Cold | + 61%( 70%) |
All | + 40%( 70%) |
Darkness | + 51%( 70%) |
Light | + 46%( 70%) |
Lightning | + 58%( 70%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Knockback Resistance | 30% |
Stun Resistance | 100% |
Poison Resistance | 23% |
Blind Resistance | 21% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 711 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 105 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. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 689 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cunning / Called Shots | 1.52 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.74 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic 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 lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by ghoulking. Escort: worried loremaster (level 7 of Dreadfell) | 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 |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 76): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Ivebeth the dreaming horror'. Infinite Dungeon Challenge (Level 77): Dream HunterYou completed the challenge and received: Random Artifact: Strikemight (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: Random Artifact: Frozenthorn (0 def, 3 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 86): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 90): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 143 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 91): Rush Hour (143)Turns left: -1 | failed |
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 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 5460. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. 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. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 T5 feet armor [Ego++] Master While equipped: Stats +6 Cun +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +13% physical ----- def ----- Armour +5 Phys.save +22 (+7 eff.) Mind.save +14 (+5 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Master Power 178% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +27.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +2 Cun dps ---------- Mind.crit +12% Crit.mult +20.88% Mind.pwr +12 (+3 eff.) Dmg.mod +12% lightning Melee Ret 10 blight ----- def ----- Crit.chn- 10.00% Mind.save +12 (+4 eff.) ---------- misc Psi/ret +0.20 Hate/m.crit +3.00 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Dex +5 Mag +10 Cun dps ---------- Phys.crit +7.0% Acc +12 (+2 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +42 (+8 eff.) Fatigue +5% Resists +9% light +12% acid Poison- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +35% darkness Res.pen +15% cold +20% physical ----- def ----- Resists +12% blight +9% cold +3% physical Crit.chn- 10.00% Heal.mod +23% Disease- +20% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Dex +3 Mag +13 Cun dps ---------- Acc +16 (+3 eff.) ----- def ----- Defense +20 (+4 eff.) Resists +1% physical +6% fire Die.at -20.00 life HP.reg +13.00 Blind- +21% Stun/Frz- +50% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +25.85% Mind.pwr +39 (+9 eff.) Dmg.mod +20% physical +12% nature +33% mind Melee Ret 8 fire ----- def ----- Resists +26% nature +20% physical ---------- misc Hate/m.crit +6.46 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con ----- def ----- Resists +18% fire Phys.save +10 (+4 eff.) Max.HP +47.00 HP.reg +4.00 Heal.mod +10% Disease- +10% ---------- misc Masteries +0.22 Cunning/Trapping +0.22 Cunning/Called Shots +0.44 Cunning/Scoundrel Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 14 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +10 Dex +9 Cun +7 Lck dps ---------- Phys.crit +12.0% Mind.crit +10% ----- def ----- Stealth +11 ---------- misc T.Disarm +24 Infravis +5 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 157% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Hit.r1 +8 mind +31 fire While equipped: Stats +20 Str +22 Dex dps ---------- Mind.crit +1% Crit.mult +10.00% Melee+ 9 fire Dmg.mod +6% fire Res.pen +10% fire Acc +39 (+6 eff.) Melee Ret 16 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +3 Con dps ---------- Spell.crit +8% Crit.mult +24.82% Res.pen +31% darkness Acc +30 (+5 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +18% darkness Phys.save +22 (+7 eff.) Die.at -99.28 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +15 Str +3 Dex +15 Mag +13 Wil dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +49% lightning +49% physical +24% fire +46% cold Acc +20 (+3 eff.) ----- def ----- Resists +29% lightning +26% cold +36% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 881% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 3 light, 5 cold, 3 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 710 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 357.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 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 41%, your defense is increased by 41 and all your resistances by 41%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 109 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 213 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 172 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 105 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 150 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 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 505 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 429 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 739 damage for 8 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +9 Mag +7 Wil +8 Cun +7 Con dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +11 (+2 eff.) S.pwr/crit +4 Mov.spd +10% Dmg.mod +6% arcane +12% temporal ----- def ----- Fatigue -8% Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) HP.reg +4.00 Confus- +22% ---------- misc Stam/turn +1.10 Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun +9 Dex dps ---------- Crit.mult +24.66% Mind.pwr +15 (+3 eff.) Dmg.mod +24% mind Res.pen +20% light +30% mind On Hit (Melee): * 25% chance to reduce damage dealt by 29% ----- def ----- Mind.save +21 (+7 eff.) ---------- misc Max.hate +12.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Res.pen +15% darkness ----- def ----- Armour +12 Defense +15 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Res.pen +25% physical ----- def ----- Resists +12% acid +13% physical Die.at -80.00 life ---------- misc Stam/turn +1.00 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +15 Dex +18 Wil +5 Con dps ---------- Dmg.mod +9% cold ---------- misc Max.psi +50.99 Light +3 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Mind.crit +9% Crit.mult +15.00% ----- def ----- Resists +6% arcane Mind.save +9 (+3 eff.) Die.at -91.56 life ---------- misc Psi/ret +0.36 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +6 Defense +12 (+3 eff.) Res.Cap +5% all Phys.save +25 (+8 eff.) ---------- misc Masteries +0.25 Technique/Tireless Combatant +0.25 Cunning/Scoundrel Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +9% lightning ----- def ----- Resists +3% acid Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Disarm- +10% Teleport- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +6 Str +8 Dex +9 Cun +9 Con dps ---------- Acc +13 (+2 eff.) ----- def ----- Armour +12 Defense +20 (+4 eff.) Resists +6% lightning +9% light Max.HP +60.00 Heal.mod +23% Pinning- +23% ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +4 Wil +9 Cun +2 Con dps ---------- Res.pen +15% fire ----- def ----- Defense +18 (+4 eff.) Resists +6% fire Max.HP +149.00 HP.reg +16.00 Heal.mod +18% Disarm- +50% Pinning- +43% Knockbk- +43% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +9 Dex dps ---------- Acc +11 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Crit.mult +20.69% Res.pen +26% acid Melee Ret 10 mind On Hit (Melee): * 21% chance to reduce armor by 38% ----- def ----- Resists +6% cold Phys.save +18 (+6 eff.) HP.reg +4.14 Blind- +21% Confus- +20% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +7 Dex +6 Mag +3 Con dps ---------- Crit.mult +15.00% ----- def ----- Max.HP +77.00 HP.reg +14.00 Heal.mod +18% ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature Power 106% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +2.00 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 T3 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T5 sling 1H weapon [Ego+] Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Str +10 Dex +11 Mag +9 Wil +11 Cun +10 Con Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Arcane/Nature Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +8 Str +5 Dex +9 Mag +5 Wil +9 Cun +7 Con Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +14 cold While equipped: Stats +5 Mag dps ---------- Dmg.mod +16% cold +10% physical +9% temporal Res.pen +9% temporal +11% physical ---------- misc Reload +4 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +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 164 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." |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 97 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +20.0% Mind.crit +15% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +4 Str +2 Dex +6 Mag +7 Wil +3 Con dps ---------- Spell.crit +5% Res.pen +15% light ----- def ----- Armour +10 Crit.chn- 15.00% Anom.red +15 Max.HP +81.00 ---------- misc Max.mana +41.00 Max.stam +45.00 Max.hate +14.00 Max.psi +29.00 Max.vim +29.00 Max.P.En +32.00 Max.N.En +27.00 Create a temporary shield that absorbs 305 damage Puts all charms on 25 cooldown A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +7 Str +5 Dex +5 Wil +6 Cun dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Phys.save +15 (+5 eff.) Spell.save +17 (+6 eff.) Mind.save +14 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Str +4 Dex +6 Mag +4 Wil +5 Con dps ---------- Spell.crit +7% ----- def ----- Defense +3 (+1 eff.) Spell.save +7 (+2 eff.) ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Phys.pwr +20 (+4 eff.) Melee Ret 4 mind ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +6 Wil +11 Cun dps ---------- Mind.crit +8% Dmg.mod +3% acid +6% blight +24% darkness +6% arcane Res.pen +49% darkness +10% acid Acc +10 (+2 eff.) Apr +10 On Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +6% blight +6% temporal +25% darkness Stealth +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Con ----- def ----- Defense +3 (+1 eff.) Phys.save +21 (+7 eff.) Mind.save +15 (+5 eff.) Die.at -50.00 life Max.HP +106.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +34 (+6 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +20% nature +14% blight Max.HP +92.00 HP.reg +6.00 Heal.mod +16% ---------- misc Max.stam +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +24.00% Acc +11 (+2 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +8% fire +8% lightning +8% cold 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 T4 cloth armor [Random Unique] Arcane While equipped: Stats +13 Mag +2 Wil +4 Cun dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +14% temporal +20% physical +15% darkness +40% light Res.pen +9% temporal +10% nature +9% physical On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +10% darkness +13% light +15% nature +13% all Anom.red +12 Max.HP +54.00 ---------- misc Light +3 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 13 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +13% acid +42% physical +11% fire +9% temporal +6% cold Res.pen +8% temporal +11% physical ----- def ----- Resists +15% acid +14% physical +15% fire +11% cold +15% all Anom.red +13 ---------- misc Cooldown Refit Golem -4 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 +5 Dex +6 Wil +14 Cun dps ---------- Spell.crit +1% Dmg.mod +6% blight Res.pen +20% blight ----- def ----- Armour +14 Fatigue +4% Phys.save +14 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+4 eff.) ---------- misc Mana/s.crit +2.34 Infravis +2 Disengage: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +5 Str +3 Cun +8 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +3 Phys.save +13 (+5 eff.) Mind.save +15 (+5 eff.) ---------- misc Size +1 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con dps ---------- Melee+ 9 acid Dmg.mod +5% acid ----- def ----- Armour +3 Defense +30 (+6 eff.) Resists +10% acid +9% fire Phys.save +21 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +20.00 HP.reg +4.00 Disarm- +36% ---------- misc Stam/turn +0.80 Max.stam +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 5.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +20 Str +12 Wil dps ---------- Phys.pwr +22 (+4 eff.) Dmg.mod +3% darkness +6% cold Res.pen +10% cold Melee Ret 2 darkness 6 cold ----- def ----- Armour +5 Fatigue +5% Resists +9% cold +9% darkness +27% physical Phys.save +30 (+9 eff.) Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 988.0 Physical damage. If the attack hits, the target is confused (47% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +4 Dex +10 Mag +10 Con dps ---------- Phys.crit +3.0% Dmg.mod +14% acid +15% lightning +9% blight +13% cold +34% arcane +15% fire Apr +8 ----- def ----- Defense +18 (+4 eff.) Shield.pwr +15% Die.at -40.00 life HP.reg +6.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 6.5 Pwr.cost 9 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +14 Lck +10 Dex dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Crit.mult +10.00% ----- def ----- Armour +11 Fatigue +5% Resists +30% darkness +6% nature Heal.mod +10% Stun/Frz- +20% Knockbk- +10% ---------- misc Max.hate +2.00 Infravis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% mind +10% arcane +15% light HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 17 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +3% nature +6% temporal Melee Ret 6 temporal ----- def ----- Defense +3 (+1 eff.) Resists +16% lightning +23% temporal +16% light +14% fire +18% nature +15% acid +14% blight +16% cold +9% mind +14% darkness Phys.save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Dex +10 Wil dps ---------- Res.pen +10% light ----- def ----- Armour +9 Fatigue +5% Resists +15% blight +12% darkness +15% nature +6% mind Spell.save +18 (+6 eff.) Mind.save +27 (+9 eff.) Max.HP +97.00 Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Nature While equipped: Stats +4 Str +8 Dex +17 Cun +7 Con dps ---------- Acc +9 (+1 eff.) On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% A cap made of leather. |
![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +10 Cun +6 Dex dps ---------- Phys.crit +5.0% Mind.crit +3% Crit.mult +30.00% Phys.pwr +8 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +9% temporal ----- def ----- Armour +16 Defense +25 (+5 eff.) Fatigue +8% Resists +6% temporal +28% fire A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Ego+] Arcane/Nature While equipped: Stats +5 Cun +9 Mag dps ---------- Spell.crit +9% Spell.pwr +22 (+6 eff.) Dmg.mod +15% arcane +35% cold +40% darkness +25% light ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +30% cold -25% fire Decaying mummy wrappings. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 45/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Spell.pwr +8 (+2 eff.) Dmg.mod +9% acid +9% blight Res.pen +10% arcane +8% all Phasing +10% Apr +7 ----- def ----- Defense +9 (+2 eff.) Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) Res.pen +10% arcane +5% all Apr +8 Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Resists +5% arcane ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 635 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +10% blight +11% darkness ---------- misc Light +4 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 34 blight damage or heals 48 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 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 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 818.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 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 [Rare] Master Power 181% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 18 Proj.spd +258% On Crit.r2 +26 physical On Hit: * 26% chance to reduce armor by 38% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Fire Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 175% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +11.0% Capacity 20 Proj.spd +200% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Arcane/Master Power 179% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 20 On Hit: 20% Curse of Vulnerability 5 On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master Power 181% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +32.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Nature/Master Power 175% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 244 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 179% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +18 Crit +18.0% Capacity 22 Proj.spd +200% Ranged+ +36 physical +12 darkness +23 nature On Hit.r1 +19 fire On Hit: * 23% chance to reduce damage dealt by 29% * 23% chance to slow global speed by 64% * 20% chance to knock the target back 3 spaces and deal 244 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Arcane Power 165% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Ranged+ +28 cold +28 darkness +28 nature On Hit.r1 +28 nature +20 fire On Crit.r2 +28 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 100 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Arcane/Master Power 174% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +18 Crit +13.5% Capacity 61 Rld cld 3 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 176% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +16 Apr +15 Crit +7.0% Capacity 40 Rld cld 2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +6% darkness Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 52% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +2 Dex +2 Wil +3 Con dps ---------- Res.pen +20% cold ----- def ----- Resists +12% fire Crit.chn- 15.00% Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 1006 physical damage Puts all charms on 13 cooldown 100% to increase all damage by 24% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% physical Res.pen +10% acid +5% physical On Hit (Melee): * 20% chance to reduce damage dealt by 29% ---------- misc Stam/turn +3.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 243 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Wil +2 Cun +2 Con dps ---------- Dmg.mod +9% darkness Sting an enemy dealing 202 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +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 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 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By ShockShooter the Shalore Skirmisher level 42
36th Dusk 123rd year of Ascendancy at 16:16 see stats
By ShockShooter the Shalore Skirmisher level 28
72nd Haze 122nd year of Ascendancy at 07:01 see stats
By ShockShooter the Shalore Skirmisher level 36
74th Pyre 123rd year of Ascendancy at 15:39 see stats
By ShockShooter the Shalore Skirmisher level 41
34th Dusk 123rd year of Ascendancy at 21:16 see stats
By ShockShooter the Shalore Skirmisher level 46
77th Dusk 123rd year of Ascendancy at 20:26 see stats
By ShockShooter the Shalore Skirmisher level 47
16th Haze 123rd year of Ascendancy at 16:43 see stats
By ShockShooter the Shalore Skirmisher level 50
1st Pyre 124th year of Ascendancy at 06:38 see stats
By ShockShooter the Shalore Skirmisher level 45
74th Dusk 123rd year of Ascendancy at 06:20 see stats
By ShockShooter the Shalore Skirmisher level 19
11st Haze 122nd year of Ascendancy at 02:07 see stats
By ShockShooter the Shalore Skirmisher level 18
75th Dusk 122nd year of Ascendancy at 03:31 see stats
By ShockShooter the Shalore Skirmisher level 43
54th Dusk 123rd year of Ascendancy at 09:27 see stats
By ShockShooter the Shalore Skirmisher level 39
30th Dusk 123rd year of Ascendancy at 12:09 see stats
By ShockShooter the Shalore Skirmisher level 32
58th Regrowth 123rd year of Ascendancy at 09:21 see stats
By ShockShooter the Shalore Skirmisher level 50
8th Flare 125th year of Ascendancy at 18:16 see stats
By ShockShooter the Shalore Skirmisher level 50
77th Dusk 124th year of Ascendancy at 22:16 see stats
By ShockShooter the Shalore Skirmisher level 50
49th Dusk 124th year of Ascendancy at 21:59 see stats
By ShockShooter the Shalore Skirmisher level 22
36th Haze 122nd year of Ascendancy at 09:39 see stats
By ShockShooter the Shalore Skirmisher level 30
34th Regrowth 123rd year of Ascendancy at 21:34 see stats
By ShockShooter the Shalore Skirmisher level 36
16th Dusk 123rd year of Ascendancy at 13:08 see stats
By ShockShooter the Shalore Skirmisher level 50
20th Dusk 124th year of Ascendancy at 09:19 see stats
By ShockShooter the Shalore Skirmisher level 50
6th Flare 124th year of Ascendancy at 05:27 see stats
By ShockShooter the Shalore Skirmisher level 28
72nd Haze 122nd year of Ascendancy at 04:55 see stats
By ShockShooter the Shalore Skirmisher level 49
16th Haze 123rd year of Ascendancy at 22:24 see stats
By ShockShooter the Shalore Skirmisher level 50
14th Dusk 125th year of Ascendancy at 03:10 see stats
By ShockShooter the Shalore Skirmisher level 50
20th Dusk 125th year of Ascendancy at 07:34 see stats
By ShockShooter the Shalore Skirmisher level 10
30th Dusk 122nd year of Ascendancy at 06:52 see stats
By ShockShooter the Shalore Skirmisher level 20
26th Haze 122nd year of Ascendancy at 02:30 see stats
By ShockShooter the Shalore Skirmisher level 30
33rd Regrowth 123rd year of Ascendancy at 14:00 see stats
By ShockShooter the Shalore Skirmisher level 40
31st Dusk 123rd year of Ascendancy at 22:29 see stats
By ShockShooter the Shalore Skirmisher level 50
41st Haze 123rd year of Ascendancy at 20:17 see stats
By ShockShooter the Shalore Skirmisher level 50
64th Haze 124th year of Ascendancy at 19:12 see stats
By ShockShooter the Shalore Skirmisher level 50
16th Haze 124th year of Ascendancy at 01:16 see stats
By ShockShooter the Shalore Skirmisher level 50
18th Dusk 124th year of Ascendancy at 11:08 see stats
By ShockShooter the Shalore Skirmisher level 39
31st Dusk 123rd year of Ascendancy at 04:22 see stats
By ShockShooter the Shalore Skirmisher level 36
1st Dusk 123rd year of Ascendancy at 04:52 see stats
By ShockShooter the Shalore Skirmisher level 50
34th Pyre 124th year of Ascendancy at 05:31 see stats
By ShockShooter the Shalore Skirmisher level 23
38th Haze 122nd year of Ascendancy at 12:07 see stats
By ShockShooter the Shalore Skirmisher level 19
19th Haze 122nd year of Ascendancy at 13:59 see stats
By ShockShooter the Shalore Skirmisher level 44
55th Dusk 123rd year of Ascendancy at 12:51 see stats
By ShockShooter the Shalore Skirmisher level 50
77th Dusk 124th year of Ascendancy at 22:14 see stats
By ShockShooter the Shalore Skirmisher level 50
25th Dusk 125th year of Ascendancy at 02:55 see stats
By ShockShooter the Shalore Skirmisher level 10
31st Dusk 122nd year of Ascendancy at 16:27 see stats
By ShockShooter the Shalore Skirmisher level 28
72nd Haze 122nd year of Ascendancy at 07:01 see stats
By ShockShooter the Shalore Skirmisher level 34
23rd Pyre 123rd year of Ascendancy at 06:16 see stats
By ShockShooter the Shalore Skirmisher level 50
77th Dusk 124th year of Ascendancy at 22:16 see stats
By ShockShooter the Shalore Skirmisher level 34
22nd Pyre 123rd year of Ascendancy at 14:46 see stats
By ShockShooter the Shalore Skirmisher level 29
32nd Regrowth 123rd year of Ascendancy at 18:31 see stats
By ShockShooter the Shalore Skirmisher level 50
51st Haze 123rd year of Ascendancy at 09:02 see stats
By ShockShooter the Shalore Skirmisher level 34
22nd Pyre 123rd year of Ascendancy at 12:51 see stats
By ShockShooter the Shalore Skirmisher level 21
28th Haze 122nd year of Ascendancy at 01:08 see stats
By ShockShooter the Shalore Skirmisher level 14
40th Dusk 122nd year of Ascendancy at 20:35 see stats
By ShockShooter the Shalore Skirmisher level 50
8th Flare 125th year of Ascendancy at 18:01 see stats
By ShockShooter the Shalore Skirmisher level 41
34th Dusk 123rd year of Ascendancy at 09:14 see stats
By ShockShooter the Shalore Skirmisher level 50
38th Pyre 125th year of Ascendancy at 10:54 see stats
By ShockShooter the Shalore Skirmisher level 38
28th Dusk 123rd year of Ascendancy at 23:42 see stats
Log
ShockShooter shoots!
ShockShooter's Shoot performs a ranged critical strike against Slimy ooze!
ShockShooter's Shoot hits Slimy ooze for 2180 physical damage.
ShockShooter's Shoot killed Slimy ooze!
Talent Swift Shot is ready to use.
ShockShooter is no longer out of phase.
ShockShooter picks up (K.): pulsing mindstar of balance (105% power, 32 apr, mind damage).
Talent Noggin Knocker is ready to use.
Resting starts...
Epoch casts Temporal Bolt.
ShockShooter uses Block.
Rested for 2 turns (stop reason: taken damage).
Epoch spins fate.
Epoch weaves fate.
Epoch hits ShockShooter for (39 blocked), 0 physical, (36 flat reduction), 74 temporal (74 total damage).
ShockShooter uses Kill Shot.
ShockShooter snipes Epoch (+232% weapon bonus for range)!
Epoch casts Dust to Dust.
ShockShooter's Kill Shot performs a ranged critical strike against Epoch!
The fabric of time around Epoch stabilizes to normal.
The powerful time-altering energies generate a restoration field on Epoch.
Personal New Achievement: Take you with me (Insane (Roguelike) difficulty)!
Epoch hits ShockShooter for (36 flat reduction), 3 physical, (36 flat reduction), 75 temporal, (36 flat reduction), 96 physical (173 total damage).
Webs of Fate hits ShockShooter for (36 flat reduction), 1640 physical (1640 total damage).
ShockShooter's Kill Shot hits Epoch for (7099 webs of fate), (801 to time), 8587 physical (8587 total damage).
ShockShooter the level 50 shalore skirmisher was struck to death by Epoch on level 96 of Infinite Dungeon.