











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Thalore |
Class | Archer |
Level / Exp | 49 / 53% |
Size | medium |
Lifes / Deaths | Killed by gloomy giant venus flytrap at level 6 on the 79th Pyre 122nd year of Ascendancy at 13:52 1 / 6Killed by Islessra the brown mold at level 11 on the 1st Summertide 122nd year of Ascendancy at 11:33 Killed by orc corruptor at level 14 on the 13rd Dusk 122nd year of Ascendancy at 12:20 Killed by grave wight at level 27 on the 47th Regrowth 123rd year of Ascendancy at 21:25 Killed by Velogaldath the skeleton warrior at level 29 on the 51st Regrowth 123rd year of Ascendancy at 08:35 Killed by Glacial Legion at level 43 on the 24th Haze 123rd year of Ascendancy at 09:56 |
Antimagic | Follower |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 99 (base 60) |
Constitution | 60 (base 36) |
Magic | 21 (base 18) |
Willpower | 21 (base 10) |
Cunning | 73 (base 29) |
Resources
Life | 1296/1296 |
Stamina | 162/162 |
Equilibrium | 30 |
Healing Factor | 1.5200507772246 |
Regeneration | 9.5003173576535 |
Speed
Mental | +25% |
Attack | +15% |
Movement | +65.5% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 67.384209620737 |
See Invisible | 65.384209620737 |
Offense: Mainhand
Damage | 237 |
Accuracy | 92 |
Crit Chance | 54% |
APR | 53 |
Speed | 0.80 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 25% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 25% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Physical | +25% |
Light | +31% |
All | +10% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +38% |
Cold | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (96.987013568881%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 55 |
Mental Save | 39 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 8%( 40%) |
Cold | + 50%( 80%) |
All | + 23%( 70%) |
Darkness | + 50%( 80%) |
Light | + 35%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 42%( 70%) |
Lightning | + 50%( 80%) |
Fire | + 50%( 80%) |
Nature | + 56%( 80%) |
Defense: Immunities
Confusion Resistance | 33% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 and mental effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Daunting Presence |
talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)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 Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved spell save by +12. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1138. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity 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 focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 3.0 T4 arrow ammo [Random Unique] Nature/Master Power 85.0 - 119.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +26 Crit +16.5% Capacity 20 Proj.spd +400% Ranged+ +26 lightning On Crit.r2 +17 lightning While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +29% Confus- +13% ---------- misc Light +8 See.Stealth +11 See.Invis +9 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +8% nature Spell.save +6 (+2 eff.) Max.HP +69.00 Heal.mod +19% A cap made of leather. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +4.0% Crit.mult +15.00% Res.pen +10% blight Acc +15 (+3 eff.) Melee Ret 10 blight ---------- misc Stam/turn +3.00 Max.hate +10.00 Max.psi +40.00 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Pain Enhancement System You have set the ring to grant you Pain Enhancement System! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Melee+ 9 physical Ranged+ 22 physical Dmg.mod +10% all On Hit (Melee): * 14% chance to reduce all saves and defense by 21 On Hit (Ranged): * 12% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal 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! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +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 | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Crit.r2 +50 lightning +54 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: Stats +6 Cun dps ---------- Phys.crit +6.0% Mov.spd +56% Phys.spd +10% Dmg.mod +21% light Res.pen +38% lightning +35% cold +5% blight Acc +18 (+3 eff.) On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 14 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +10 Dex +9 Cun dps ---------- Acc +8 (+1 eff.) Apr +9 ----- def ----- Armour +3 Phys.save +11 (+4 eff.) ---------- misc 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 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 45% 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. This item has been sent to the Item's Vault. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +3 Str +6 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +26 (+6 eff.) Fatigue +8% Phys.save +11 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +6 Cun +3 Con dps ---------- Crit.mult +15.00% Mov.spd +10% Acc +7 (+1 eff.) Apr +12 ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 257.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+1 eff.) Res.Cap +4% all Phys.save +10 (+3 eff.) Blind- +21% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +27% temporal +3% darkness +18% blight +19% nature +3% mind Poison- +28% Disease- +47% Pinning- +43% Knockbk- +32% ---------- misc Masteries +0.37 Technique/Conditioning +0.37 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.80 Masteries +0.26 Technique/Combat techniques +0.26 Technique/Conditioning Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.stam +14.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +15% Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 19 physical Ranged+ 17 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 21 On Hit (Ranged): * 15% chance to reduce all saves and defense by 21 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal 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 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+2 eff.) Apr +12 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 14 * Blasts creatures in a radius 1 shockwave around your target for 217.50 to 652.50 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 546.25 to 1092.50 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 11.55 arcane and 11.55 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+12 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+8 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+4 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +41 lightning +50 cold While equipped: dps ---------- Phys.crit +14.0% Mov.spd +52% Res.pen +17% lightning +12% cold Acc +14 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +20 Wil +5 Cun +18 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +93.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +12 darkness While equipped: Stats +6 Str +3 Mag +11 Cun +2 Con dps ---------- Phys.crit +18.0% Phys.pwr +18 (+5 eff.) Phys.spd +10% Acc +18 (+3 eff.) On Hit (Ranged): * 20% chance to reduce damage dealt by 17% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 7.2 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 44 Ranged+ +12 cold +20 physical On Hit.r1 +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Rld cld 3 On Hit.r1 +20 light +20 darkness On Crit.r2 +20 light On Hit: * 20% chance to reduce damage dealt by 17% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Nature/Master Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 203 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Psionic Power 17.0 - 23.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego] Nature/Master Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 20 Ranged+ +18 lightning On Crit.r2 +11 lightning Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego] Arcane Power 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +8 temporal On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Ego+] Master Power 52.5 - 73.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +22.5% Capacity 20 On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +3% lightning +3% light +7% all Phys.save +17 (+6 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane +7% temporal ----- def ----- Resists +7% all ---------- misc Max.mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Max.HP +65.00 HP.reg +7.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +13 Defense +18 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +9% acid +9% cold Mind.save +10 (+4 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +3% acid Melee Ret 6 acid 4 light ----- def ----- Armour +7 Defense +19 (+5 eff.) Fatigue +8% Resists +25% acid +16% cold Phys.save +17 (+6 eff.) Heal.mod +20% ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) ----- def ----- Resists +9% fire Spell.save +5 (+1 eff.) Teleport- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +3% S.pwr/crit +4 ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +1% physical +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +15% temporal +6% fire Crit.chn- 15.00% Phys.save +8 (+3 eff.) Max.HP +60.00 Disarm- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +15% acid ----- def ----- Defense +2 (+0 eff.) Resists +3% nature +15% cold Phys.save +8 (+3 eff.) Max.HP +58.00 Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +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 T3 cloak armor [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +30% physical Melee Ret 6 acid ----- def ----- Defense +13 (+3 eff.) Phys.save +11 (+4 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +7% physical Apr +7 ----- def ----- Armour +5 Fatigue +4% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Mov.spd +10% Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue -2% Max.HP +39.00 ---------- misc Stam/turn +0.60 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.10 Max.stam +18.00 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 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +6 (+1 eff.) Apr +7 On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +22 (+6 eff.) 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 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 521.5 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +6% cold Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 521.5 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Lck +4 Wil dps ---------- Phys.crit +2.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 1.0 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. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% fire ---------- misc Equi/ret +0.04 Psi/ret +0.08 Hate/m.crit +2.00 Max.psi +30.00 Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +5% arcane +3% cold Phys.save +3 (+1 eff.) Teleport- +20% Sting an enemy dealing 253 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Legolas the Thalore Archer level 30
57th Regrowth 123rd year of Ascendancy at 04:32 see stats
By Legolas the Thalore Archer level 30
52nd Regrowth 123rd year of Ascendancy at 01:20 see stats
By Legolas the Thalore Archer level 14
13rd Dusk 122nd year of Ascendancy at 13:55 see stats
By Legolas the Thalore Archer level 38
68th Dusk 123rd year of Ascendancy at 08:29 see stats
By Legolas the Thalore Archer level 14
19th Dusk 122nd year of Ascendancy at 16:42 see stats
By Legolas the Thalore Archer level 37
61st Dusk 123rd year of Ascendancy at 16:27 see stats
By Legolas the Thalore Archer level 43
23rd Haze 123rd year of Ascendancy at 07:25 see stats
By Legolas the Thalore Archer level 20
19th Haze 122nd year of Ascendancy at 04:31 see stats
By Legolas the Thalore Archer level 19
2nd Haze 122nd year of Ascendancy at 07:59 see stats
By Legolas the Thalore Archer level 33
50th Pyre 123rd year of Ascendancy at 11:33 see stats
By Legolas the Thalore Archer level 23
60th Haze 122nd year of Ascendancy at 11:52 see stats
By Legolas the Thalore Archer level 42
21st Haze 123rd year of Ascendancy at 07:53 see stats
By Legolas the Thalore Archer level 31
77th Regrowth 123rd year of Ascendancy at 20:55 see stats
By Legolas the Thalore Archer level 10
7th Mirth 122nd year of Ascendancy at 18:28 see stats
By Legolas the Thalore Archer level 20
2nd Haze 122nd year of Ascendancy at 22:14 see stats
By Legolas the Thalore Archer level 30
51st Regrowth 123rd year of Ascendancy at 18:03 see stats
By Legolas the Thalore Archer level 40
7th Haze 123rd year of Ascendancy at 23:25 see stats
By Legolas the Thalore Archer level 32
22nd Pyre 123rd year of Ascendancy at 20:56 see stats
By Legolas the Thalore Archer level 49
50th Haze 123rd year of Ascendancy at 07:52 see stats
By Legolas the Thalore Archer level 24
5th Allure 123rd year of Ascendancy at 15:52 see stats
By Legolas the Thalore Archer level 32
80th Regrowth 123rd year of Ascendancy at 09:31 see stats
By Legolas the Thalore Archer level 35
72nd Pyre 123rd year of Ascendancy at 00:51 see stats
By Legolas the Thalore Archer level 25
34th Regrowth 123rd year of Ascendancy at 16:48 see stats
By Legolas the Thalore Archer level 38
61st Dusk 123rd year of Ascendancy at 21:10 see stats
By Legolas the Thalore Archer level 10
8th Mirth 122nd year of Ascendancy at 20:28 see stats
By Legolas the Thalore Archer level 41
9th Haze 123rd year of Ascendancy at 16:54 see stats
By Legolas the Thalore Archer level 33
27th Pyre 123rd year of Ascendancy at 04:19 see stats
By Legolas the Thalore Archer level 36
47th Dusk 123rd year of Ascendancy at 09:15 see stats
By Legolas the Thalore Archer level 42
21st Haze 123rd year of Ascendancy at 22:03 see stats
By Legolas the Thalore Archer level 34
56th Pyre 123rd year of Ascendancy at 22:24 see stats
By Legolas the Thalore Archer level 22
23rd Haze 122nd year of Ascendancy at 14:44 see stats
By Legolas the Thalore Archer level 29
51st Regrowth 123rd year of Ascendancy at 18:03 see stats
By Legolas the Thalore Archer level 34
63rd Pyre 123rd year of Ascendancy at 09:42 see stats
Log
You gain 4.78 gold from the transmogrification of icy stralite shield of earthen fury (0 def, 13 armour, 142 block).
You gain 7.63 gold from the transmogrification of blazebringer's drakeskin leather sling.
You gain 6.32 gold from the transmogrification of living mindstar of frost (17-19 power, 40 apr, mind damage).
You gain 25.00 gold from the transmogrification of Smoldercrypt the voratun waraxe (40-57 power, 6 apr).
You gain 7.75 gold from the transmogrification of truestriking voratun mace of crippling (46-64 power, 6 apr).
You gain 12.81 gold from the transmogrification of stormbringer's voratun mace of ruin (47-66 power, 6 apr).
You gain 3.93 gold from the transmogrification of hateful voratun greatsword of massacre (80-129 power, 4 apr).
You gain 25.00 gold from the transmogrification of Frozenresolve (71-114 power, 3 apr).
You gain 3.25 gold from the transmogrification of inquisitor's stralite greatmaul (56-84 power, 3 apr).
You gain 25.00 gold from the transmogrification of Eksatin's Ultimatum (63-94 power, 25 apr).
You gain 7.72 gold from the transmogrification of shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, blight element).
You gain 9.74 gold from the transmogrification of greater dragonbone magestaff (30-36 power, 6 apr, fire element).
You gain 11.32 gold from the transmogrification of blighted dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element).
You gain 1.54 gold from the transmogrification of movement infusion (speed 812%; cd 17).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Quest 'The Doom of the World!' is done! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.