










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 50 / 1406% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 122 (base 65) |
Dexterity | 45 (base 16) |
Constitution | 70 (base 34) |
Magic | 86 (base 60) |
Willpower | 32 (base 13) |
Cunning | 96 (base 56) |
Resources
Mana | 571/571 |
Vim | 179/237 |
Life | 1417/1498 |
Positive | 164/177 |
Stamina | 247/302 |
Healing Factor | 2.0772792565121 |
Regeneration | 12.416928365487 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +122.74110863059% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 6 |
See Stealth | 75.224966696915 |
See Invisible | 90.224966696915 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 344 |
Accuracy | 62 |
Crit Chance | 59% |
APR | 36 |
Speed | 0.91 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +32% |
Light | +32% |
Temporal | +50% |
Blight | +47% |
Arcane | +44% |
Physical | +76% |
All | +29% |
Offense: Damage Penetration
Darkness | +29% |
Temporal | +26% |
Blight | +70% |
Arcane | +21% |
All | +9% |
Defense: Base
Armour (hardiness) | 59.069430855 (100%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 20 |
Physical Save | 71 |
Spell Save | 44 |
Mental Save | 40 |
Defense: Resistances
Acid | + 69%( 70%) |
Blight | + 69%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 62%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 58% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 49% |
Poison Resistance | 10% |
Blind Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 5 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 154 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. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 928% 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 Constitution stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 77 up to 8 times. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Corruption of the Doomed |
talent | Horrifying Blows |
talent | Chant of Fortress |
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
detrimental effect | The target has been splashed with acid, taking 45.36 acid damage per turn, reducing armour by 64 and attack by 56. Acid Splash |
beneficial effect | The target is protected a raging storm deflecting up to 8 instances of damage over 77. Stormshield |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior 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 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within12 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 Clear | active |
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 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Con offense ------ Spellpower +15 (+4 eff.) Damage +6% blight +9% physical +3% arcane Ignore resists +10% blight +17% temporal +20% darkness defense ------ Armor +5 Resistance +22% darkness +28% temporal Silence Resist +38% Confus Resist +40% Stun Resist +49% Out-of-Phase Defense +28 Out-of-Phase Resistance +15% Out-of-Phase Resilience +23% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Size +1 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: offense ------ Damage +3% light Ignore resists +9% all Ignore Armor +11 defense ------ Resistance +3% acid +6% cold Physical save +6 (+1 eff.) Life +57.00 Blind Resist +30% Cut Resist +20% Confus Resist +19% other ------- Light +10 See Stealth +13 See Invisibility +14 Track: Puts all charms on 29 turn cooldown Effective talent level: 4.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +15 Str +5 Dex +1 Cun +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +26% blight When Hit 2 blight defense ------ Armor +13 Defense +8 (+2 eff.) Fatigue +5% Resistance +4% all +3% fire Physical save +14 (+3 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +3% nature +3% blight Physical save +15 (+4 eff.) Healmod +20% Poison Resist +10% Silence Resist +20% Heal yourself and all friendly characters within 10 spaces for 476 Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Mag +14 Cun +10 Con offense ------ Critical power +10.00% Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +3% darkness Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +18 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +3 Wil +2 Cun +10 Con offense ------ Critical power +5.00% Physical Power +27 (+4 eff.) Spellpower +16 (+4 eff.) Damage +20% physical +9% all Accuracy +20 (+5 eff.) When Hit 34 darkness On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Resistance +3% fire +9% light +20% physical Healmod +50% other ------- Max hate +6.00 Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +30 (+5 eff.) Damage +15% temporal Ignore Armor +2 defense ------ Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Unlife -40.00 life Life +52.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash level 3 While equipped: offense ------ Physical Power +12 (+2 eff.) Damage +20% all Accuracy +20 (+5 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 6.8 Power cost 19 out of 21/25. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Hits the target doing 332% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +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. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +20 (+3 eff.) defense ------ Armor +35 Defense +25 (+6 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+4 eff.) Spell save +25 (+9 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Spell Crit +5% Critical power +59.00% Spellpower +10 (+3 eff.) Spellpower/crit +4 Damage +12% blight +12% arcane Ignore resists +5% blight +12% arcane Accuracy +13 (+3 eff.) Ignore Armor +8 defense ------ Armor +10 Defense +3 (+1 eff.) Resistance +12% light +30% cold Stealth +10 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +67.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +8 Wil +15 Lck offense ------ Physical Power +8 (+1 eff.) Spellpower/crit +2 Combat Speed +10% Damage +6% temporal +8% physical Ignore resists +10% blight Accuracy +17 (+4 eff.) defense ------ Defense +9 (+2 eff.) Resistance +3% light Resist unseen 17% other ------- Mana/turn +0.04 Max vim +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -956 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1008 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 699% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 198.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 391.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 56 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 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 653 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 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 593 damage for 4 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 70 up to 8 times. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. 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 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +25% acid When Hit 4 acid 10 fire On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Armor +6 Defense +8 (+2 eff.) Resistance +9% fire Max Resistance +5% all Physical save +15 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Spell Crit +2% Spellpower/crit +10 Ignore resists +26% blight +15% mind Ignore Shields +31% When Hit 10 mind defense ------ Resistance +25% mind +9% nature Healmod +15% Silence Resist +20% Confus Resist +50% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +20 (+5 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 26 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (176). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+3 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower/crit +4 defense ------ Fatigue -4% Life Regen +3.00 other ------- Mana/turn +0.48 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Dex +7 Mag offense ------ Ignore resists +25% acid defense ------ Resistance +15% mind other ------- Light +3 See Invisibility +18 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +16.00% Spellpower +10 (+3 eff.) Damage +11% blight +11% fire Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +6 Wil +4 Con offense ------ Damage +15% blight +6% fire defense ------ Resistance +15% blight Crit Resistance 15.00% Spell save +15 (+5 eff.) Life +40.00 Life Regen +9.00 Healmod +15% other ------- Max stamina +26.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Spellpower +9 (+3 eff.) Damage +18% darkness defense ------ Armor +10 Resistance +6% darkness Life +34.00 Disarm Resist +29% Pinning Resist +36% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +9 Mag offense ------ Spell Crit +5% Spellpower +31 (+7 eff.) Damage +9% arcane Ignore resists +20% lightning +26% blight defense ------ Physical save +17 (+4 eff.) Spell save +35 (+12 eff.) Mind save +17 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +60.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning +17% fire +6% nature Ignore resists +25% lightning On-Hit (Melee): * 21% chance to slow global speed by 53% defense ------ Resistance +34% fire +6% nature +15% temporal Physical save +18 (+4 eff.) Healmod +15% Disarm Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+11 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +21.07% Mindpower +25 (+8 eff.) Damage +20% fire defense ------ Resistance +21% lightning +40% fire Life +80.00 Life Regen +4.21 Disease Resist +21% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +5 Cun +10 Con offense ------ Physical Power +30 (+5 eff.) Spellpower +19 (+5 eff.) Mindpower +16 (+5 eff.) On-Hit 35 physical On-Ranged-Hit 33 physical Damage +9% nature +7% all When Hit 8 nature On-Hit (Melee): * 18% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 26 defense ------ Resistance +12% nature other ------- Hate-on-crit +3.00 Max hate +13.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 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 (+4 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +30% acid +12% nature Crit Resistance 5.00% Spell save +12 (+4 eff.) Mind save +9 (+3 eff.) Life Regen +4.00 Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ On-Hit 7 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 26 other ------- Hate-on-crit +1.00 Max hate +6.00 Light +4 Infravision +4 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +9 Mag +5 Con offense ------ Physical Power +14 (+2 eff.) On-Hit 30 light On-Ranged-Hit 31 light Damage +15% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +8 Mag offense ------ Spellpower +9 (+3 eff.) On-Hit 19 light On-Ranged-Hit 22 light Damage +14% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +48.00 Life Regen +9.00 Healmod +14% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) Damage +18% fire Ignore resists +10% nature +15% mind When Hit 10 arcane 10 temporal On-Hit (Melee): * 21% chance to reduce all saves and defense by 26 defense ------ Resistance +36% fire Spell save +19 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +9 Cun offense ------ On-Hit 30 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +5 Resistance +5% all other ------- Hate-on-crit +2.00 Max hate +15.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +10 Dex offense ------ Mind Crit +8% Mindpower +15 (+5 eff.) Damage +18% mind Accuracy +15 (+4 eff.) When Hit 6 darkness other ------- Hate-on-crit +5.00 Max psi +50.00 Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 148% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 lightning +7 cold While equipped: Stats +11 Con +13 Wil offense ------ Move Speed +41% Ignore resists +14% lightning +16% cold Accuracy +19 (+5 eff.) defense ------ Armor +6 Defense +12 (+3 eff.) Physical save +6 (+1 eff.) Life +35.00 Disarm Resist +32% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +28 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Mag +7 Con offense ------ Physical Crit +21.0% Spell Crit +2% Critical power +5.00% Physical Power +21 (+3 eff.) Spellpower/crit +4 Ignore resists +10% blight +20% physical Ignore Shields +30% defense ------ Resistance +6% temporal Disarm Resist +36% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.6x Uses 50% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 161% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +24 mind On-crit, radius 2 +8 physical On Hit: * 37% chance to reduce all saves and defense by 26 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +26 Wil +6 Cun +13 Con offense ------ Physical Crit +14.0% Damage +9% physical Ignore resists +10% physical defense ------ Resistance +2% physical Physical save +12 (+3 eff.) Life +54.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 192% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +35 mind On Hit: * 45% chance to reduce all saves and defense by 26 While equipped: Stats +9 Str +4 Mag +9 Wil +6 Cun offense ------ Damage +18% acid +16% physical Accuracy +30 (+7 eff.) When Hit 4 acid defense ------ Resistance +3% acid Crit Resistance 5.00% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 174% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +8 blight +16 light On Hit: * 21% chance to reduce strength, dexterity, and constitution by 33 On Critical: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 While equipped: offense ------ Physical Crit +40.0% Critical power +91.00% Damage +12% blight Ignore resists +26% blight Ignore Armor +37 Massive two-handed swords. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Con +2 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +4 Resistance +10% fire +7% cold Physical save +7 (+2 eff.) Mind save +10 (+4 eff.) Life +67.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Con offense ------ Spell Crit +5% Critical power +20.00% Damage +9% lightning Ignore Shields +10% defense ------ Defense +2 (+0 eff.) Physical save +11 (+3 eff.) Life +80.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 44 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 316.58 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% light +6% cold Crit Resistance 10.00% Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +25 (+6 eff.) Damage +30% blight Ignore Shields +20% defense ------ Defense +2 (+0 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Max vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +8 Wil +3 Con offense ------ Damage +3% cold +3% temporal Ignore resists +20% cold +20% temporal When Hit 8 cold defense ------ Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +12 Str +5 Dex +14 Mag +7 Cun offense ------ Damage +30% darkness +18% arcane Ignore resists +30% lightning defense ------ Resistance +45% darkness +15% all Crit Resistance 20.00% other ------- Infravision +4 See Invisibility +27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 37 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: offense ------ Physical Crit +4.0% Mind Crit +6% Critical power +20.00% Physical Power +30 (+5 eff.) Damage +30% darkness +21% lightning Ignore resists +34% nature +34% physical Ignore Armor +4 defense ------ Armor +8 Resistance +45% darkness +15% all other ------- Stamina/turn +4.00 EQ when Hit +0.32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +50% defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +8 Con offense ------ Damage +8% arcane +9% mind Ignore resists +20% mind Accuracy +12 (+3 eff.) defense ------ Armor +11 Hardiness +8% Fatigue +3% Resistance +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +3 Str offense ------ Physical Power +7 (+1 eff.) On-Hit 9 cold Damage +4% cold Ignore resists +5% light Accuracy +6 (+1 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +10% darkness +6% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +1 Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 11 turn cooldown Effective talent level: 3.5 Power cost 11 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +7 (+1 eff.) defense ------ Armor +2 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. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str +3 Dex offense ------ Physical Crit +1.0% On-Hit 5 lightning Damage +4% lightning defense ------ Armor +1 Defense +5 (+1 eff.) Resistance +5% lightning 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Mind Crit +3% Physical Power +10 (+2 eff.) Mindpower +3 (+1 eff.) Ignore Armor +1 When Hit 2 physical defense ------ Defense +16 (+4 eff.) other ------- Stamina/turn +1.00 Psi/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +8 Wil offense ------ Spell Crit +3% Physical Power +10 (+2 eff.) Damage +8% blight +7% arcane Ignore Armor +3 When Hit 8 darkness 10 vim draining blight defense ------ Mind save +8 (+3 eff.) other ------- Max vim +25.00 Light +2 Vimsense: Effective talent level: 3.5 Power cost 19 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 23% and all saves by 38, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Mag offense ------ Critical power +20.00% Spellpower/crit +10 Damage +18% physical Ignore resists +10% arcane defense ------ Armor +9 Defense +15 (+4 eff.) Fatigue +3% Resistance +11% fire +10% cold other ------- Vim-on-crit +2.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +6% mind When Hit 2 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +1 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Mag +13 Wil +1 Cun +8 Con offense ------ Spell Crit +4% Damage +18% blight +19% arcane defense ------ Armor +5 Fatigue +5% Resistance +6% cold Crit Resistance 10.00% other ------- Light +3 A cap made of leather. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight Physical save +20 (+5 eff.) Spell save +20 (+7 eff.) Mind save +20 (+7 eff.) other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +11 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resistance +9% lightning +7% fire +8% cold Physical save +6 (+1 eff.) Healmod +20% Silence Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +15 (+4 eff.) Fatigue +4% Resistance +14% light +15% darkness Unlife -80.00 life Cut Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Spell Crit +5% Damage +15% acid When Hit 8 lightning defense ------ Armor +11 Defense +7 (+2 eff.) Fatigue +4% Resistance +18% acid +5% all Physical save +11 (+3 eff.) other ------- Mana-on-crit +2.00 Max mana +60.00 Max vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +10 (+2 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +17% nature +20% blight A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+6 eff.) defense ------ Armor +50 Defense +40 (+10 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+9 eff.) Spell save +35 (+12 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil offense ------ Damage +9% mind +24% temporal Ignore resists +26% darkness +20% acid On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Life +32.00 Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% other ------- Hate-on-crit +3.00 Max stamina +26.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +5 Dex offense ------ Physical Power +8 (+1 eff.) Move Speed +10% Damage +9% nature defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +15% acid +9% physical +6% light +9% temporal +9% lightning other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +2% defense ------ Resistance +2% physical Physical save +9 (+2 eff.) Mind save +3 (+1 eff.) Unlife -40.00 life Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 4.5 Power cost 19 out of 25/25. Range 7 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 279.83 demonfire damage to everyone within 5 spaces and leaving flames which will deal an additional 279.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +12 (+4 eff.) Damage +12% lightning Ignore resists +15% lightning +15% all Ignore Armor +15 When Hit 4 temporal defense ------ Resistance +12% temporal Physical save +14 (+3 eff.) Mind save +12 (+4 eff.) Healmod +27% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +18% light +12% mind Ignore resists +15% light When Hit 10 mind defense ------ Resistance +6% blight +6% darkness other ------- Light +3 Infravision +4 See Invisibility +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 20 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 55 blight damage or heals 56 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all 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 15 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 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 22 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +30% lightning +21% mind Ignore resists +20% lightning +26% mind defense ------ Resistance +6% mind Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +6 Str offense ------ Damage +12% arcane When Hit 8 arcane 10 physical defense ------ Armor +8 Defense +15 (+4 eff.) Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 554 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 DoomDoom ElfBringer the Doomelf Doombringer level 24
4th Haze 123rd year of Ascendancy at 10:10 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 34
12nd Regrowth 124th year of Ascendancy at 20:30 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 33
11st Regrowth 124th year of Ascendancy at 01:28 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 43
47th Regrowth 125th year of Ascendancy at 04:32 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 36
58th Pyre 124th year of Ascendancy at 08:11 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 15
80th Haze 122nd year of Ascendancy at 03:47 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 35
52nd Regrowth 124th year of Ascendancy at 11:08 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 35
47th Regrowth 124th year of Ascendancy at 17:41 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
2nd Summertide 125th year of Ascendancy at 01:05 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 21
70th Pyre 123rd year of Ascendancy at 19:48 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 43
53rd Regrowth 125th year of Ascendancy at 23:12 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 31
3rd Regrowth 124th year of Ascendancy at 10:30 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
8th Mirth 125th year of Ascendancy at 06:43 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 32
5th Regrowth 124th year of Ascendancy at 22:22 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 6
79th Pyre 122nd year of Ascendancy at 05:23 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 10
33rd Haze 122nd year of Ascendancy at 10:18 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 20
38th Pyre 123rd year of Ascendancy at 07:48 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 30
78th Haze 123rd year of Ascendancy at 12:51 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 40
54th Haze 124th year of Ascendancy at 12:20 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
39th Pyre 125th year of Ascendancy at 23:38 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 27
21st Haze 123rd year of Ascendancy at 04:35 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
41st Pyre 125th year of Ascendancy at 19:56 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 46
1st Pyre 125th year of Ascendancy at 21:07 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 18
47th Regrowth 123rd year of Ascendancy at 22:24 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
51st Pyre 125th year of Ascendancy at 01:43 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 32
5th Regrowth 124th year of Ascendancy at 20:00 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 21
7th Flare 123rd year of Ascendancy at 08:27 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 36
52nd Regrowth 124th year of Ascendancy at 16:32 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
2nd Summertide 125th year of Ascendancy at 01:04 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 6
71st Dusk 122nd year of Ascendancy at 08:14 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 48
20th Pyre 125th year of Ascendancy at 21:56 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 50
2nd Summertide 125th year of Ascendancy at 01:05 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 37
62nd Pyre 124th year of Ascendancy at 02:10 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 16
5th Allure 123rd year of Ascendancy at 10:34 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 38
78th Pyre 124th year of Ascendancy at 08:27 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 25
17th Haze 123rd year of Ascendancy at 11:34 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 18
3rd Pyre 123rd year of Ascendancy at 15:04 see stats
By DoomDoom ElfBringer the Doomelf Doombringer level 33
10th Regrowth 124th year of Ascendancy at 08:49 see stats
Log
Acid Splash from Argoniel hits DoomDoom ElfBringer for (3 abyssal shield), 3 acid (3 total damage).
Fire imp hits DoomDoom ElfBringer for (20 abyssal shield), 20 fire (20 total damage).
DoomDoom ElfBringer hits Argoniel for 0 acid damage.
Argoniel uses Infusion: Regeneration.
Argoniel starts regenerating health quickly.
DoomDoom ElfBringer's spell attains critical power!
DoomDoom ElfBringer hits Argoniel for 871 physical, 17 fire (888 total damage).
Argoniel can move freely once more.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (22 blocked), 0 acid (0 total damage).
DoomDoom ElfBringer receives 7 healing from Devouring flames from DoomDoom ElfBringer.
Burning from DoomDoom ElfBringer hits Argoniel for 24 fire damage.
High Sun Paladin Aeryn casts Brandish.
Argoniel's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Argoniel receives 118 healing from Blood Splash.
Shield of Light hits Argoniel for 48 light, 85 light (133 total damage).
Weapon of Wrath hits Argoniel for 317 fire damage.
High Sun Paladin Aeryn hits DoomDoom ElfBringer for (61 abyssal shield), 61 light (61 total damage).
High Sun Paladin Aeryn hits Argoniel for (315 to bones), 0 physical, 41 light (41 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.