Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 1521% |
Size | big |
Lifes / Deaths | Killed by armoured skeleton warrior at level 16 on the 25th Loss 122nd year of Ascendancy at 19:33 2 / 5Killed by ogre mauler at level 30 on the 2nd Acquisition 123rd year of Ascendancy at 04:49 Killed by The Master at level 30 on the 22nd Profit 123rd year of Ascendancy at 07:02 Killed by Elite Combat Trainer Xanetta at level 49 on the 4th Voratun 124th year of Ascendancy at 05:26 Killed by Atamathon the Giant Golem at level 50 on the 17th Profit 124th year of Ascendancy at 17:09 |
Antimagic | Follower |
Primary Stats
Strength | 217 (base 64) |
Dexterity | 35 (base 17) |
Constitution | 110 (base 60) |
Magic | 24 (base 15) |
Willpower | 97 (base 64) |
Cunning | 71 (base 37) |
Resources
Life | 2321/2321 |
Psi | 187/187 |
Stamina | 470/470 |
Equilibrium | 30 |
Healing Factor | 1.2358798341463 |
Regeneration | 4.5326473490225 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 15 |
See Invisible | 19 |
Offense: Mainhand
Damage | 388 |
Accuracy | 72 |
Crit Chance | 46% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Fire | +17% |
Nature | +32% |
Mind | +16% |
Physical | +60% |
Cold | +10% |
All | +7% |
Offense: Damage Penetration
Nature | +45% |
Lightning | +35% |
Mind | +35% |
All | +20% |
Defense: Base
Armour (hardiness) | 96.723073231957 (100%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 93 |
Spell Save | 52 |
Mental Save | 58 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 36%( 70%) |
All | + 22%( 70%) |
Darkness | + 60%( 70%) |
Light | + 58%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 70%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 70% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 963% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 942 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 474 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 59% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Shattering Impact |
talent | Antimagic Shield |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
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 failed to protect the lost defiler from death by orc assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Dwar. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Dwar. Escort: repented thief (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Yariregosta Yariregosta1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +6 Str +10 Dex offense ------ Critical power +21.54% When Hit 6 blight defense ------ Mind save +15 (+4 eff.) other ------- Mana-on-crit +2.15 Max vim +30.00 Light +7 See Stealth +15 See Invisibility +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.6 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 347.81 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Tool | Islann the Cobrastriker (dig speed 6 turns) Islann the Cobrastriker (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +7 Str offense ------ Critical power +20.00% Physical Power +9 (+1 eff.) Damage +3% mind Ignore resists +15% lightning Ignore Armor +7 When Hit 8 nature On-Hit (Melee): * 10% chance to slow global speed by 75% defense ------ Fatigue -7% Resistance +12% nature Life +33.00 other ------- Max stamina +25.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's steel ring of misery gladiator's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +4 Con offense ------ Physical Power +6 (+1 eff.) On-Hit 7 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 45 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 45 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+9 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +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. |
Around waist | Girdle of Preservation Girdle of Preservation1.0 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 (+4 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 | Tidetide the voratun greatmaul (86-128 power, 4 apr) Tidetide the voratun greatmaul (86-128 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 85.5 - 128.2 Physical Uses 40% Wil, 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 +28 nature On-Hit, radius 1 +12 cold While equipped: Stats +5 Cun +14 Str offense ------ Damage +3% cold +20% physical Ignore resists +20% all Accuracy +51 (+12 eff.) Ignore Armor +21 defense ------ Resistance +9% darkness +3% cold other ------- Max hate +2.00 Massive two-handed mauls. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 200.09 arcane damage and stunned). Uses 100 power out of 117/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+6 eff.) Resistance +25% darkness +25% fire Physical save +40 (+8 eff.) Life +100.00 Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Cloak | Obsidianwing (28 def, 0 armour) Obsidianwing (28 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Dex +6 Cun +6 Con offense ------ Mind Crit +1% Damage +6% mind Ignore resists +15% mind Accuracy +10 (+3 eff.) Ignore Armor +9 When Hit 6 darkness defense ------ Defense +28 (+9 eff.) Resistance +23% fire +31% light +12% nature Physical save +26 (+5 eff.) Stealth +15 Life +110.00 other ------- Psi when Hit +0.08 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Garkul's Teeth Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.6 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 712.75 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -202; dur 6; cd 25) heroism infusion (die at -202; dur 6; cd 25)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -202 life. The duration and life will increase by 1% for every 1% life you have lost (currently 202 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 16) movement infusion (speed 400%; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
blink rune (range 3; phase 17; cd 17) blink rune (range 3; phase 17; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 730; dur 3; cd 18) shielding rune of the warrior (absorb 730; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 730 damage for 3 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
Baladin the voratun amulet Baladin the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +10 Wil +10 Cun +10 Con offense ------ Critical power +15.00% defense ------ Armor +7 Defense +11 (+3 eff.) Resistance +9% acid +3% light Max Resistance +6% all Physical save +27 (+6 eff.) Spell save +9 (+3 eff.) other ------- See Invisibility +18 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Daneth's Neckguard Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 395 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
insulating steel amulet of healing insulating steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% fire +12% cold Healmod +13% Cut Resist +40% Heal: Puts all charms on 35 turn 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 426 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing gold amulet =3 con= vitalizing gold amulet =3 con=0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +8 (+2 eff.) Life +43.00 Life Regen +2.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Mnemonic Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+6 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 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. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+4 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 67.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of power copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) Rings make your fingers look great! |
gladiator's steel ring of clarity gladiator's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Mind save +8 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
gladiator's voratun ring of life gladiator's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +11 (+2 eff.) defense ------ Life +100.00 Life Regen +17.00 Healmod +16% Rings make your fingers look great! |
gladiator's voratun ring of speed gladiator's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +12 (+2 eff.) Move Speed +11% Accuracy +10 (+3 eff.) defense ------ Defense +13 (+4 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
gold ring of warding gold ring of warding0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +13% acid +14% fire +10% lightning +14% cold Rings make your fingers look great! |
painweaver's stralite ring of clarity painweaver's stralite ring of clarity0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: offense ------ Physical Power +9 (+1 eff.) Spellpower +11 (+2 eff.) Mindpower +9 (+2 eff.) Damage +6% all defense ------ Mind save +7 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of the mind (+10%) titan's copper ring of the mind (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +6 (+1 eff.) Rings make your fingers look great! |
titan's gold ring of tenacity titan's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+1 eff.) Life +29.00 Disarm Resist +29% Pinning Resist +22% Knockbk Resist +27% Rings make your fingers look great! |
Poltergeist's The Gaping Maw (72-108 power, 4 apr) Poltergeist's The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 40% Wil, 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 +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: defense ------ Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
steel dagger 'Aerima' (12-15 power, 6 apr) =5 con= steel dagger 'Aerima' (12-15 power, 6 apr) =5 con=1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 11.5 - 15.0 Physical Uses 40% Wil, 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +9.0% Attack Speed 100% While equipped: Stats +5 Str +8 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Damage +6% arcane defense ------ Armor +8 Resistance +5% arcane other ------- Stamina/turn +1.00 Sharp, short and deadly. |
Poltergeist's Spellcrusher (32-48 power, 4 apr) =6 con= Poltergeist's Spellcrusher (32-48 power, 4 apr) =6 con=5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature +0 manaburn arcane On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Armor +2 Resistance +0% blight +0% arcane +2% all Spell save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
flaming steel greatsword of paradox (26-41 power, 2 apr) flaming steel greatsword of paradox (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 25.5 - 40.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 temporal On-Hit, radius 1 +7 fire While equipped: defense ------ Resistance +12% temporal Massive two-handed swords. |
truestriking stralite greatsword of massacre (62-100 power, 3 apr) truestriking stralite greatsword of massacre (62-100 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 62.5 - 100.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +9 (+2 eff.) Ignore Armor +10 Massive two-handed swords. |
warbringer's stralite greatsword (50-79 power, 3 apr) warbringer's stralite greatsword (50-79 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 49.5 - 79.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +12% physical defense ------ Disarm Resist +27% Massive two-handed swords. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Kor's Fall (10-12 power, 0 apr, fire element) Kor's Fall (10-12 power, 0 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 96.45 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (193). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Emblem of Evasion Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+6 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 21 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. |
balancing drakeskin leather belt of recklessness balancing drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +12.0% Mind Crit +9% Critical power +9.00% Physical Power +4 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Mardisadur' hardened leather belt 'Mardisadur'1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: Stats +1 Dex +2 Con offense ------ When Hit 10 mind defense ------ Resistance +6% acid +7% blight other ------- EQ when Hit +0.08 Max hate +8.00 A belt that goes around your waist. |
hardened leather belt of burglary hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck defense ------ Stealth +10 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
hardened leather belt of unlife hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's hardened leather belt of the giants noble's hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +5 (+1 eff.) Against +21% Summoned defense ------ Resist Against +33% Summoned Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Durelar the cashmere cloak (8 def, 0 armour) Durelar the cashmere cloak (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Wil +4 Cun +2 Con offense ------ Mind Crit +2% Ignore resists +10% mind defense ------ Defense +8 (+2 eff.) Resistance +7% acid +15% light +26% fire +7% lightning +6% cold Stealth +8 other ------- EQ when Hit +0.04 Max psi +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Radhiduchik' (1 def, 0 armour) linen cloak 'Radhiduchik' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str offense ------ Mindpower +10 (+2 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% blight +3% fire Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak (2 def, 0 armour) marshal's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Defense +2 (+0 eff.) Physical save +7 (+2 eff.) Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of backstabbing (2 def, 0 armour) marshal's cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +4 Con offense ------ Critical power +10.00% Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +2 (+0 eff.) Physical save +8 (+2 eff.) Stealth +10 Life +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torutorath the Snowwrack (0 def, 3 armour) Torutorath the Snowwrack (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +3 Fatigue +2% Resistance +7% lightning +5% temporal +3% cold other ------- See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+0 eff.) defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of voratun boots of strife (0 def, 5 armour) undeterred pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +8% physical defense ------ Armor +5 Fatigue +4% Silence Resist +34% Confus Resist +37% Stun Resist +32% Blindside: Puts all charms on 25 turn 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 54 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. |
wanderer's pair of dwarven-steel boots of massiveness (0 def, 4 armour) wanderer's pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +6 Str +1 Cun +8 Con offense ------ Damage +7% physical defense ------ Armor +4 Fatigue +3% Physical save +13 (+3 eff.) Mind save +16 (+5 eff.) other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's rough leather gloves of butchering (0 def, 1 armour) brawler's rough leather gloves of butchering (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +2 Cun offense ------ Physical Power +4 (+1 eff.) Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Armor +1 Resistance +7% blight Physical save +5 (+1 eff.) Spell save +8 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Blindedge' (0 def, 3 armour) drakeskin leather gloves 'Blindedge' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +12 Dex +10 Cun offense ------ On-Hit 15 acid Damage +9% acid +3% light Ignore resists +5% lightning +15% light Accuracy +9 (+2 eff.) Ignore Armor +15 defense ------ Armor +3 Resistance +19% acid +12% fire +6% nature Physical save +13 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the iron hand (0 def, 2 armour) hardened leather gloves of the iron hand (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +3 Con defense ------ Armor +2 Disarm Resist +33% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Muckrock' (0 def, 12 armour) voratun gauntlets 'Muckrock' (0 def, 12 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Disrupt/Master/Psionic While equipped: Stats +6 Con offense ------ On-Hit 15 mind 14 physical Damage +10% mind +10% physical When Hit 10 nature On-Hit (Melee): * 20 arcane resource burn When Hit: * 29 arcane resource burn defense ------ Armor +12 Fatigue +5% Resistance +12% acid +6% arcane +10% mind +12% blight Physical save +30 (+6 eff.) Spell save +33 (+10 eff.) Mind save +8 (+3 eff.) Disarm Resist +41% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Betima (20 def, 4 armour) Betima (20 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +4 Defense +20 (+6 eff.) Fatigue +4% Resistance +5% arcane +12% blight +11% cold +9% nature +8% fire Spell save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 68.51 to 205.53 lightning damage (137.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Nylar (0 def, 5 armour) Nylar (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +13 Str +13 Dex +4 Cun offense ------ Damage +6% mind Ignore resists +10% mind +5% acid Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce all saves and defense by 45 defense ------ Armor +5 Fatigue +5% Resistance +15% acid Skullcracker: Puts all charms on 20 turn 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 1371.5 Physical damage. If the attack hits, the target is confused (35% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's dwarven-steel helm of ire (5 def, 10 armour) defender's dwarven-steel helm of ire (5 def, 10 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +4% Resistance +4% all Physical save +15 (+3 eff.) Mind save +8 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.8 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 6, lowering their Defense by 20 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. |
defender's dwarven-steel helm of might (5 def, 8 armour) defender's dwarven-steel helm of might (5 def, 8 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +4% Resistance +4% all Physical save +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dazzleblack' (0 def, 3 armour) iron helm 'Dazzleblack' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +6% temporal +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 5 armour) miner's iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap of knowledge (0 def, 3 armour) thaloren hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +5 (+2 eff.) A cap made of leather. |
steel mail armour 'Morningmonster' (7 def, 10 armour) =6 con= steel mail armour 'Morningmonster' (7 def, 10 armour) =6 con=14.0 Encumbrance T2 heavy armor [Rare] Psionic While equipped: Stats +2 Cun +6 Con defense ------ Armor +10 Defense +7 (+2 eff.) Fatigue +12% Resistance +5% arcane Mind save +13 (+4 eff.) Healmod +10% other ------- Light +1 See Invisibility +3 A suit of armour made of mail. |
cured leather armour of the hero (6 def, 4 armour) =stat= cured leather armour of the hero (6 def, 4 armour) =stat=9.0 Encumbrance T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +30.00 A suit of armour made of leather. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+5 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+3 eff.) Mind save +25 (+7 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 22 Defense and your attacks will gain 29% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
fortifying steel plate armour (0 def, 9 armour) fortifying steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +9 Fatigue +22% Life +30.00 A suit of armour made of metal plates. |
504 alchemist agate 504 alchemist agate0.0 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. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire 3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 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. |
3 jade 3 jade0.0 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. |
Neruma the Puresun Neruma the Puresun1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +2 Wil +12 Con offense ------ Ignore resists +15% nature Accuracy +15 (+4 eff.) When Hit 6 physical defense ------ Defense +30 (+9 eff.) Resistance +15% blight Life Regen +14.00 Pinning Resist +20% other ------- Max vim +50.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Sparksun Sparksun1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +12% lightning defense ------ Resistance +9% acid +3% darkness +6% blight +12% fire +9% cold +6% lightning Blind Resist +28% Confus Resist +17% other ------- Light +8 See Stealth +11 See Invisibility +16 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Bethivea' dwarven lantern 'Bethivea'1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Con +5 Wil offense ------ Physical Crit +5.0% Critical power +19.00% Physical Power +7 (+1 eff.) defense ------ Resistance +9% cold +6% darkness +6% temporal Mind save +10 (+3 eff.) Life +45.00 other ------- Light +5 See Stealth +15 See Invisibility +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood Petrified Wood0.0 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. |
40 alchemist bloodstone 40 alchemist bloodstone0.0 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. |
9 bloodstone 9 bloodstone0.0 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. |
9 fire opal 9 fire opal0.0 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. |
ruby ruby0.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Dairaromisin [power 175] (15 cooldown) Dairaromisin [power 175] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% blight Life +80.00 Silence Resist +20% Knockbk Resist +20% Blast the opponent's mind dealing 203 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of gale force [power 100] (15 cooldown) cleansing iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 160 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of gale force [power 280] (15 cooldown) evasive stralite torque of gale force [power 280] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 448 physical damage Puts all charms on 15 turn cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of gale force [power 510] (19 cooldown) overpowered stralite torque of gale force [power 510] (19 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 15 spaces and dealing 816 physical damage Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Radiancehunger' [power 410] (15 cooldown) voratun torque of mindblast 'Radiancehunger' [power 410] (15 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% lightning On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Resistance +6% acid +15% light other ------- Light +2 Blast the opponent's mind dealing 476 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 31% 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. |
soothing elven-wood totem of stinging [power 314] (15 cooldown) soothing elven-wood totem of stinging [power 314] (15 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Sting an enemy dealing 414 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 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. |
Pearl of Life and Death Pearl of Life and Death2.0 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. |
6 diamond 6 diamond0.0 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. |
4 moonstone 4 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 pearl0.0 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. |
4 amber 4 amber0.0 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. |
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 Dwar the Dwarf Berserker level 31
31st Profit 123rd year of Ascendancy at 01:37 see stats
By Dwar the Dwarf Berserker level 40
17th Shortage 123rd year of Ascendancy at 08:34 see stats
By Dwar the Dwarf Berserker level 15
6th Loss 122nd year of Ascendancy at 17:43 see stats
By Dwar the Dwarf Berserker level 38
6th Shortage 123rd year of Ascendancy at 14:19 see stats
By Dwar the Dwarf Berserker level 33
42nd Profit 123rd year of Ascendancy at 11:01 see stats
By Dwar the Dwarf Berserker level 15
2nd Loss 122nd year of Ascendancy at 17:44 see stats
By Dwar the Dwarf Berserker level 32
38th Profit 123rd year of Ascendancy at 11:57 see stats
By Dwar the Dwarf Berserker level 19
28th Gold 123rd year of Ascendancy at 04:18 see stats
By Dwar the Dwarf Berserker level 50
7th Profit 124th year of Ascendancy at 12:51 see stats
By Dwar the Dwarf Berserker level 18
17th Gold 123rd year of Ascendancy at 12:22 see stats
By Dwar the Dwarf Berserker level 48
12nd Stralite 124th year of Ascendancy at 03:09 see stats
By Dwar the Dwarf Berserker level 50
1st Acquisition 124th year of Ascendancy at 18:50 see stats
By Dwar the Dwarf Berserker level 49
3rd Voratun 124th year of Ascendancy at 05:40 see stats
By Dwar the Dwarf Berserker level 10
30th Wealth 122nd year of Ascendancy at 14:32 see stats
By Dwar the Dwarf Berserker level 20
28th Gold 123rd year of Ascendancy at 04:18 see stats
By Dwar the Dwarf Berserker level 30
31st Voratun 123rd year of Ascendancy at 06:06 see stats
By Dwar the Dwarf Berserker level 40
15th Shortage 123rd year of Ascendancy at 18:02 see stats
By Dwar the Dwarf Berserker level 50
4th Voratun 124th year of Ascendancy at 06:27 see stats
By Dwar the Dwarf Berserker level 50
4th Voratun 124th year of Ascendancy at 22:02 see stats
By Dwar the Dwarf Berserker level 41
11st Iron 124th year of Ascendancy at 20:38 see stats
By Dwar the Dwarf Berserker level 23
24th Stralite 123rd year of Ascendancy at 21:57 see stats
By Dwar the Dwarf Berserker level 30
31st Voratun 123rd year of Ascendancy at 13:41 see stats
By Dwar the Dwarf Berserker level 16
14th Steel 123rd year of Ascendancy at 21:01 see stats
By Dwar the Dwarf Berserker level 33
38th Profit 123rd year of Ascendancy at 16:04 see stats
By Dwar the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 12:49 see stats
By Dwar the Dwarf Berserker level 50
7th Profit 124th year of Ascendancy at 12:49 see stats
By Dwar the Dwarf Berserker level 8
26th Wealth 122nd year of Ascendancy at 09:48 see stats
By Dwar the Dwarf Berserker level 50
4th Voratun 124th year of Ascendancy at 22:04 see stats
By Dwar the Dwarf Berserker level 23
31st Stralite 123rd year of Ascendancy at 22:34 see stats
By Dwar the Dwarf Berserker level 42
11st Gold 124th year of Ascendancy at 23:54 see stats
By Dwar the Dwarf Berserker level 13
17th Dearth 122nd year of Ascendancy at 11:46 see stats
By Dwar the Dwarf Berserker level 35
5th Dearth 123rd year of Ascendancy at 02:44 see stats
By Dwar the Dwarf Berserker level 29
27th Voratun 123rd year of Ascendancy at 08:49 see stats
By Dwar the Dwarf Berserker level 23
24th Stralite 123rd year of Ascendancy at 21:57 see stats
By Dwar the Dwarf Berserker level 30
22nd Profit 123rd year of Ascendancy at 18:49 see stats
Log
Dwar performs a melee critical strike against Atamathon the Giant Golem!
The shattering blow creates a shockwave!
Dwar's rage subsides!
Dwar no longer revels in blood quite so much.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Melee retaliation hits Dwar for 145 fire damage.
Dwar hits Atamathon the Giant Golem for (450 stormshielded), 0 physical, 21 nature, 4 physical, 5 cold (29 total damage).
Dwar the level 50 dwarf berserker was fried to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Saving game...
Resting starts...
Talent Shattering Blow is ready to use.
Talent Death Dance is ready to use.
Talent Antimagic Shield is ready to use.
Dwar activates Antimagic Shield.
Talent Infusion: Regeneration is ready to use.
Talent Execution is ready to use.
Talent Vitality is ready to use.
Talent Berserker Rage is ready to use.
Talent Infusion: Wild is ready to use.
Dwar activates Berserker Rage.
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Shattering Impact is ready to use.
Dwar activates Shattering Impact.
Rested for 38 turns (stop reason: all resources and life at maximum).
Saving done.