










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 | Ghoul |
Class | Writhing One |
Level / Exp | 50 / 132% |
Size | medium |
Lifes / Deaths | Killed by forge-giant at level 24 on the 35th Haze 122nd year of Ascendancy at 14:40 0 / 8Killed by skeleton magus at level 27 on the 43rd Haze 122nd year of Ascendancy at 07:16 Killed by The Master at level 27 on the 43rd Haze 122nd year of Ascendancy at 09:51 Killed by Emissra the orc blood mage at level 39 on the 18th Dusk 123rd year of Ascendancy at 01:18 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 4th Haze 123rd year of Ascendancy at 21:36 Killed by Puggy's Inner Demon at level 50 on the 70th Haze 123rd year of Ascendancy at 08:10 Killed by bloated horror at level 50 on the 70th Haze 123rd year of Ascendancy at 10:23 Killed by Islyrewe the saw horror at level 50 on the 71st Haze 123rd year of Ascendancy at 15:16 |
Primary Stats
Strength | 90 (base 60) |
Dexterity | 45 (base 36) |
Constitution | 96 (base 60) |
Magic | 123 (base 60) |
Willpower | 26 (base 10) |
Cunning | 55 (base 10) |
Resources
Life | -237/1980 |
Insanity | 46/100 |
Healing Factor | 1.7150153550369 |
Regeneration | 53.594229844904 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 131 |
Accuracy | 62 |
Crit Chance | 44% |
APR | 4 |
Speed | 0.83 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Light | +20% |
Cold | +9% |
Blight | +21% |
Arcane | +15% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +45% |
Temporal | +41% |
Arcane | +30% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 52 (88.568973732692%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 24 |
Physical Save | 56 |
Spell Save | 48 |
Mental Save | 37 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 25%( 70%) |
All | + 12%( 70%) |
Darkness | + 48%( 70%) |
Light | + 42%( 70%) |
Temporal | + 49%( 70%) |
Fire | + 17%( 70%) |
Lightning | + 23%( 70%) |
Defense: Immunities
Pinning Resistance | 37% |
Fear Resistance | 40% |
Poison Resistance | 80% |
Disarm Resistance | 45% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 34% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 4 turns and blocking 194 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 822 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)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 Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1427. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +5 Cun +10 Con dps ---------- Dmg.mod +9% cold +9% fire Res.pen +16% temporal +20% darkness +5% arcane Melee Ret 8 cold ----- def ----- Armour +5 Fatigue +4% Resists +20% darkness +30% temporal Phys.save +25 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +25 (+9 eff.) Def/telep +42 Res/telep +34% Dur/telep +45% ---------- misc Max.vim +20.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +3% blight Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 * 20% chance to reduce strength, dexterity, and constitution by 34 ----- def ----- Defense +9 (+2 eff.) Resists +9% blight Phys.save +15 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +13 (+5 eff.) HP.reg +7.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% acid +6% cold +12% temporal HP.reg +4.00 Teleport- +20% ---------- misc Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (320 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +13 Cun +11 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Resists +12% lightning +9% cold +9% darkness Die.at -40.00 life Max.HP +31.00 Disarm- +45% Pinning- +37% Knockbk- +34% 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 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Max.HP +54.00 HP.reg +13.00 Heal.mod +10% Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% S.pwr/crit +4 Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Fatigue -7% Spell.save +12 (+4 eff.) ---------- misc Max.enc +38 Vim/s.crit +2.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+9 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. This item has been sent to the Item's Vault. This object's appearance was changed to Punae's Blade. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +5 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5 acid 24 darkness 7 lightning 8 cold 6 fire 24 mind 11 light Dmg.mod +8% light On Hit (Melee): * 18% chance to reduce all saves and defense by 26 On Melee Ret: * 40% chance to reduce strength, dexterity, and constitution by 34 * 27% chance to reduce damage dealt by 21% ----- def ----- Armour +3 Fatigue +5% Resists +9% light +6% fire Mind.save -15 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +30 Fatigue +22% Max.HP +55.00 HP.reg +7.00 Heal.mod +13% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.2 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 143.34 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This object's appearance was changed to Cloak of Deception. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 455 strength, based on Magic) for 6 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous 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 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 254.00 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 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 light, 5 fire, 5 cold, 4 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 161.32 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. 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 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Fatigue -5% Resists +6% acid +1% physical +3% blight Phys.save +3 (+1 eff.) HP.reg +6.00 Heal.mod +15% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+1 eff.) Apr +12 ----- def ----- Defense +20 (+5 eff.) Resists +6% blight +9% nature +3% lightning Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +11 (+3 eff.) Res.Cap +6% all Phys.save +16 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 light 12 darkness Dmg.mod +8% light +10% darkness On Melee Ret: * 10% chance to reduce damage dealt by 21% * 15% chance to blind ----- def ----- Armour +6 Defense +11 (+3 eff.) Res.Cap +5% all Phys.save +24 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +15 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 97% 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 [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag +4 Cun +8 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Spell.pwr +8 (+2 eff.) Acc +10 (+2 eff.) Apr +12 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 97% 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! |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Spell.crit +22% Crit.mult +13.00% Phys.pwr +17 (+4 eff.) Spell.pwr +28 (+6 eff.) Dmg.mod +25% blight Res.pen +5% darkness Acc +20 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +9% fire +6% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 nature On Crit.r2 +38 lightning +55 cold While equipped: dps ---------- Mov.spd +57% Res.pen +21% lightning +34% cold Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 125 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +6% cold Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 125 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +8% fire Res.pen +5% fire Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +7 Dex +8 Mag +6 Wil +10 Cun +9 Con dps ---------- Phys.crit +10.0% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 385.20 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 209 damage over 5 turns and reducing armor and accuracy by 27 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 blight +9 mind On Hit: * 13% chance to reduce strength, dexterity, and constitution by 34 * 17% chance to reduce all saves and defense by 26 While equipped: Stats +1 Wil +3 Cun +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +7 (+1 eff.) S.pwr/crit +6 Dmg.mod +6% arcane Res.pen +7% physical +5% arcane +25% cold ----- def ----- Disarm- +20% ---------- misc Max.vim +10.00 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T5 mace 1H weapon [Ego+] Nature Power 47.5 - 66.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +24 lightning +40 cold While equipped: dps ---------- Mov.spd +32% Res.pen +25% lightning +20% cold Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 arcane While equipped: Stats +3 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Heal.mod +5% Disarm- +20% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 209 damage over 5 turns and reducing armor and accuracy by 27 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +15% Mind.pwr +10 (+3 eff.) Melee+ 13 acid Dmg.mod +17% acid Res.pen +17% acid ----- def ----- Resists +13% acid HP.reg +4.00 ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +30% darkness +23% physical Res.pen +17% darkness +11% physical ----- def ----- Resists +15% all ---------- misc Max.hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% acid +7% physical +13% darkness +5% arcane +9% light Spell.save +9 (+3 eff.) Max.HP +34.00 HP.reg +4.00 Heal.mod +13% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +33 (+11 eff.) Dmg.mod +24% fire +21% cold Res.pen +28% nature +28% cold On Hit (Melee): * 22% chance to slow global speed by 53% ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +30% cold Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.12 Max.hate +11.05 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 28.26 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Armour +9 Defense +30 (+7 eff.) Fatigue +22% Resists +17% acid ---------- misc Max.stam +20.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +8 Con ----- def ----- Armour +16 Fatigue +36% Resists +29% lightning +6% fire -11% light +10% darkness Phys.save +10 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +36 Fatigue +22% Resists +12% acid +14% physical +9% cold +12% lightning +9% fire Disarm- +35% Stun/Frz- +33% Knockbk- +32% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% arcane Melee Ret 2 arcane ----- def ----- Defense +22 (+5 eff.) Resists +5% arcane +6% mind Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% mind +5% physical ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Max.HP +30.00 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil +1 Con dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+2 eff.) Max.HP +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 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+6 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+8 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +14 (+3 eff.) Resists +20% cold Phys.save +20 (+6 eff.) Spell.save +21 (+7 eff.) Mind.save +20 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag ----- def ----- Armour +5 Fatigue +2% ---------- misc Light +2 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Res.pen +10% blight Acc +10 (+2 eff.) On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 34 * 29% chance to reduce damage dealt by 21% ----- def ----- Armour +16 Fatigue -2% Resists +2% physical Phys.save +17 (+5 eff.) ---------- misc Max.enc +38 Max.stam +10.00 Spell.cld 10% Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mov.spd +25% Dmg.mod +12% darkness Res.pen +20% blight ----- def ----- Armour +4 Fatigue +3% Resists +12% cold ---------- misc Max.mana +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +2.0% Phys.pwr +14 (+3 eff.) Dmg.mod +9% blight Res.pen +25% blight +8% physical Acc +20 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% 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++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +4% Silence- +33% Confus- +27% Stun/Frz- +39% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 53.85 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 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 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. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid +15% arcane Res.pen +15% blight +25% arcane Melee Ret 4 acid ----- def ----- Armour +3 Resists +9% acid +5% arcane HP.reg +4.00 ---------- misc Stam/turn +1.40 Max.stam +12.00 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 cold Dmg.mod +9% nature +6% cold Res.pen +5% nature +5% acid Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +6% cold 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +7 Hardiness +8% Fatigue +3% Resists +4% 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% darkness +11% fire Acc +10 (+2 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% cold +3% nature +3% darkness On Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +3% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Crit.chn- 15.00% Phys.save +11 (+4 eff.) HP.reg +4.00 Stun/Frz- +10% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +4 (+1 eff.) Phasing +30% ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) HP.reg +2.00 Disarm- +10% A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+5 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +10 Wil dps ---------- Spell.crit +3% Dmg.mod +7% blight +5% arcane ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Mind.save +10 (+4 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness +3% nature Phys.save +13 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. This item has been sent to the Item's Vault. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +3% Dmg.mod +7% blight +8% arcane ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 169.88 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 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 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Con ----- def ----- Resists +12% blight Max.HP +58.00 HP.reg +14.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 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 168.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 168.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown 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. |
![]() 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 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 584 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 451 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% blight +15% darkness +25% mind Melee Ret 8 darkness ----- def ----- Resists +6% mind Fire a magical bolt dealing 265 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +5% S.pwr/crit +10 Res.pen +10% blight ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.08 Max.mana +100.00 Max.vim +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 106 lightning damage and will be dazed for 1 turn (530 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Puggy the Ghoul Writhing One level 30
32nd Regrowth 123rd year of Ascendancy at 11:30 see stats
By Puggy the Ghoul Writhing One level 45
4th Haze 123rd year of Ascendancy at 20:44 see stats
By Puggy the Ghoul Writhing One level 30
25th Regrowth 123rd year of Ascendancy at 00:52 see stats
By Puggy the Ghoul Writhing One level 30
27th Regrowth 123rd year of Ascendancy at 04:33 see stats
By Puggy the Ghoul Writhing One level 35
76th Pyre 123rd year of Ascendancy at 18:45 see stats
By Puggy the Ghoul Writhing One level 46
8th Haze 123rd year of Ascendancy at 11:58 see stats
By Puggy the Ghoul Writhing One level 34
74th Pyre 123rd year of Ascendancy at 01:57 see stats
By Puggy the Ghoul Writhing One level 31
50th Pyre 123rd year of Ascendancy at 06:51 see stats
By Puggy the Ghoul Writhing One level 49
22nd Haze 123rd year of Ascendancy at 06:56 see stats
By Puggy the Ghoul Writhing One level 23
27th Haze 122nd year of Ascendancy at 12:51 see stats
By Puggy the Ghoul Writhing One level 33
61st Pyre 123rd year of Ascendancy at 19:27 see stats
By Puggy the Ghoul Writhing One level 38
15th Dusk 123rd year of Ascendancy at 09:33 see stats
By Puggy the Ghoul Writhing One level 20
50th Dusk 122nd year of Ascendancy at 07:38 see stats
By Puggy the Ghoul Writhing One level 17
35th Dusk 122nd year of Ascendancy at 20:48 see stats
By Puggy the Ghoul Writhing One level 28
64th Haze 122nd year of Ascendancy at 00:25 see stats
By Puggy the Ghoul Writhing One level 49
67th Haze 123rd year of Ascendancy at 09:12 see stats
By Puggy the Ghoul Writhing One level 48
18th Haze 123rd year of Ascendancy at 19:49 see stats
By Puggy the Ghoul Writhing One level 32
59th Pyre 123rd year of Ascendancy at 03:03 see stats
By Puggy the Ghoul Writhing One level 19
40th Dusk 122nd year of Ascendancy at 20:15 see stats
By Puggy the Ghoul Writhing One level 47
8th Haze 123rd year of Ascendancy at 13:32 see stats
By Puggy the Ghoul Writhing One level 45
4th Haze 123rd year of Ascendancy at 16:17 see stats
By Puggy the Ghoul Writhing One level 31
44th Regrowth 123rd year of Ascendancy at 02:24 see stats
By Puggy the Ghoul Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 11:54 see stats
By Puggy the Ghoul Writhing One level 20
50th Dusk 122nd year of Ascendancy at 06:13 see stats
By Puggy the Ghoul Writhing One level 30
25th Regrowth 123rd year of Ascendancy at 00:13 see stats
By Puggy the Ghoul Writhing One level 40
18th Dusk 123rd year of Ascendancy at 15:08 see stats
By Puggy the Ghoul Writhing One level 50
68th Haze 123rd year of Ascendancy at 14:25 see stats
By Puggy the Ghoul Writhing One level 45
4th Haze 123rd year of Ascendancy at 23:10 see stats
By Puggy the Ghoul Writhing One level 22
55th Dusk 122nd year of Ascendancy at 16:07 see stats
By Puggy the Ghoul Writhing One level 44
31st Dusk 123rd year of Ascendancy at 17:16 see stats
By Puggy the Ghoul Writhing One level 41
24th Dusk 123rd year of Ascendancy at 14:55 see stats
By Puggy the Ghoul Writhing One level 24
33rd Haze 122nd year of Ascendancy at 21:08 see stats
By Puggy the Ghoul Writhing One level 34
62nd Pyre 123rd year of Ascendancy at 03:32 see stats
By Puggy the Ghoul Writhing One level 10
1st Flare 122nd year of Ascendancy at 03:01 see stats
By Puggy the Ghoul Writhing One level 37
7th Flare 123rd year of Ascendancy at 21:22 see stats
By Puggy the Ghoul Writhing One level 28
6th Allure 123rd year of Ascendancy at 10:29 see stats
By Puggy the Ghoul Writhing One level 28
4th Regrowth 123rd year of Ascendancy at 09:50 see stats
By Puggy the Ghoul Writhing One level 14
19th Dusk 122nd year of Ascendancy at 11:24 see stats
By Puggy the Ghoul Writhing One level 49
52nd Haze 123rd year of Ascendancy at 22:03 see stats
By Puggy the Ghoul Writhing One level 27
40th Haze 122nd year of Ascendancy at 21:02 see stats
By Puggy the Ghoul Writhing One level 19
40th Dusk 122nd year of Ascendancy at 13:42 see stats
By Puggy the Ghoul Writhing One level 29
24th Regrowth 123rd year of Ascendancy at 08:14 see stats
Log
Puggy speeds up in the retch.
Puggy recovers sight.
Puggy receives 119 healing from Something.
Something hits Puggy for 90 physical, 11 cold, 5 light, 5 light, 47 acid (159 total damage).
Something hits Puggy for 209 physical, 23 cold, 11 light, 11 light, 82 acid (337 total damage).
Puggy casts Decayed Bloated Horror.
Bloated horror activates Bone Shield.
Islyrewe the saw horror uses Venomous Strike.
Puggy is recovering from the damage!
Puggy resists the vile poison!
Puggy receives 119 healing from Puggy's purging blight area effect.
Islyrewe the saw horror's Arrow Echoes hits Puggy for 265 physical, 24 cold, 12 light, 12 light, 87 acid (400 total damage).
Islyrewe the saw horror's Venomous Strike performs a ranged critical strike against Puggy!
Puggy slows down.
Islyrewe the saw horror's spell attains critical power!
Puggy resists the vile poison!
Islyrewe the saw horror's Venomous Strike hits Puggy for 511 nature, 148 nature, 24 cold, 12 light, 12 light, 104 acid (810 total damage).
Islyrewe the saw horror uses Steady Shot.
Bloated horror uses Mind Sear.
Bloated horror's mind surges with critical power!
Islyrewe the saw horror is afflicted by a decrepitude disease!
Bloated horror hits Islyrewe the saw horror for 88 blight, 396 mind (484 total damage).
Decrepitude Disease from Bloated horror hits Islyrewe the saw horror for 130 blight damage.
Islyrewe the saw horror casts Thread Walk.
Islyrewe the saw horror's Steady Shot performs a ranged critical strike against Puggy!
Islyrewe the saw horror's spell attains critical power!
Puggy resists the vile poison!
Islyrewe the saw horror's Steady Shot hits Puggy for 382 physical, 23 cold, 11 light, 11 light, 97 acid (525 total damage).
Puggy the level 50 ghoul writhing one was dissolved to death by Islyrewe the saw horror on level 7 of High Peak.